So, recently, I’ve been working on a JS/HTML5 Game Engine. Right now I’m calling it DimSumJs, because like DimSum isn’t a full meal, my framework still runs too slowly to make a full game (it can only run about 250 “objects” despite before slowing down, it becomes very noticeable around 300 “objects”). It uses divs inside an iframe.
A sample game is available at http://pandamochi.x10.bz
just view resources with google chrome and you should be able to find the dimsum.js file
//DimSumJS - Open Source Game Engine
//DimSumJS (C) Ruochen Tang
//Can be used commerically, but please give credit
//Constants
var RIGHTKEY = 37;
var UPKEY = 38;
var LEFTKEY = 39;
var DOWNKEY = 40;
var SPACEKEY = 32;
var MASTER_WIDTH = 480;
var MASTER_HEIGHT = 600;
var Game = window.frames[0].document.body;
Game.setAttribute("width",MASTER_WIDTH + "px");
Game.setAttribute("height",MASTER_HEIGHT + "px");
var gl = setInterval("gameLoop();",15);
//Global Vars
var keyDown = new Array();
for (var i = 0; i < 256; i++){
keyDown[i] = false;
}
var gameState = 1;
//Settings
Game.style.backgroundColor = "#000";
//Key
processKeyEvent = function(event){
// MSIE hack
if (window.event)
{
event = window.event;
}
keyDown[event.keyCode] = true;
};
releaseKey = function(event){
// MSIE hack
if (window.event)
{
event = window.event;
}
keyDown[event.keyCode] = false;
}
Game.onkeydown = processKeyEvent;
Game.onkeyup = releaseKey;
var GameObjects = new Array();
function GameObject(xx, yy, w, h, i, inc, gs, name, img){
GameObjects.push(this);
this.width = w;
this.height = h;
this.index = i;
this.currIndex = 0;
this.increment = inc;
this.currInc = 0;
this.x = xx;
this.y = yy;
this.depth = 0;
this.objType = name;
this.image = img;
this.xScale = 1;
this.yScale = 1;
this.scaleString = "scale(" + this.xScale + "," + this.yScale + ")";
this.speed = 0;
this.direction = 0;
this.gravity = 0;
this.gravityDirection = 0;
this.active = true;
this.visible = true;
this.bindToRoom = false;
this.text = "";
this.color = "#FFF";
this.gameState = gs;
this.div = document.createElement("div");
this.div.className=this.objType;
this.div.style.position="absolute";
this.div.style.left= this.x + "px";
this.div.style.top= this.y + "px";
this.div.style.width= this.width + "px";
this.div.style.height= this.height + "px";
this.div.style.backgroundImage = "url(images/" + this.image + ")";
this.div.style[getTransformProperty(this.div)] = this.scaleString;
Game.appendChild(this.div);
this.isDiv = true;
this.classChanged = false;
this.move = move;
this.anim = anim;
this.setScale = setScale;
this.checkCollisionAt = checkCollisionAt;
this.objectAt = objectAt;
this.objectTypeAt = objectTypeAt;
this.toggleActive = toggleActive;
this.extend = extend;
this.unextend = unextend;
this.isType = isType;
this.update = update;
function move(xx,yy){
this.x += xx;
this.y += yy;
}
function anim(){
this.currInc += 1;
if (this.currInc >= this.increment){
this.currInc -= this.increment;
this.currIndex += 1;
if (this.currIndex >= this.index){
this.currIndex -= this.index;
}
}
}
function extend(type) {
this.objType += " " + type;
this.classChanged = true;
}
function unextend(type) {
this.objType = this.objType.replace( /(?:^|\s)type(?!\S)/ , '' );
this.classChanged = true;
}
function isType(type) {
return ((' ' + this.objType + ' ').indexOf(' ' + type + ' ') > -1);
}
function setScale(xx,yy){
this.xScale = xx;
this.yScale = yy;
this.scaleString = "scale(" + this.xScale + "," + this.yScale + ")";
}
function checkCollisionAt(xx,yy,other){
//Check For Collision
xx += this.x;
yy += this.y;
if ((xx + this.width > other.x) && (xx < other.x + other.width) && (yy + this.height > other.y) && (yy < other.y + other.height)){
return true;
}
else{
return false;
}
}
function objectAt(xx,yy,solid){
//Loop All Objects
for (var i = 0; i < GameObjects.length; i++){
if (GameObjects[i] != this && this.isDiv){
if (this.checkCollisionAt(xx,yy,GameObjects[i])){
console.log(i);
return true;
}
}
}
return false;
}
function objectTypeAt(xx,yy,type){
//Loop All Objects
for (var i = 0; i < GameObjects.length; i++){
if (GameObjects[i] != this && GameObjects[i].isType(type) && this.isDiv){
if (this.checkCollisionAt(xx,yy,GameObjects[i])){
return true;
}
}
}
return false;
}
function toggleActive(a){
this.visible = a;
this.update();
this.active = a;
}
function update(){
if ((this.active == false || this.gameState != gameState) && this.isDiv){
this.isDiv = false;
Game.removeChild(this.div);
return;
}
else if(!this.isDiv){
this.isDiv = true;
Game.appendChild(this.div);
}
this.div.style.display = "inline";
if (this.speed != 0){
this.x += this.speed*Math.cos(this.direction*Math.PI/180);
this.y += this.speed*Math.sin(this.direction*Math.PI/180);
}
if (this.bindToRoom == true){
if (this.x < 0){
this.x = 0;
}
if (this.y < 0){
this.y = 0;
}
if (this.x > MASTER_WIDTH-this.width){
this.x = MASTER_WIDTH-this.width;
}
if (this.y > MASTER_HEIGHT-this.height){
this.y = MASTER_HEIGHT-this.height;
}
}
if (!this.visible && this.isDiv){
this.isDiv = false;
Game.removeChild(this.div);
return;
}
if (this.classChanged){
this.div.className = this.objType;
}
this.div.style.zIndex = this.depth;
this.div.style.color = this.color;
this.div.innerHTML = this.text;
this.div.style.left= this.x + "px";
this.div.style.top= this.y + "px";
this.div.style[getTransformProperty(this.div)] = this.scaleString;
this.div.style.backgroundPosition = this.currIndex * this.width +"px 0";
}
}
function getTransformProperty(element) {
// Note that in some versions of IE9 it is critical that
// msTransform appear in this list before MozTransform
// By ZachAstronaut
var properties = [
'transform',
'WebkitTransform',
'msTransform',
'MozTransform',
'OTransform'
];
var p;
while (p = properties.shift()) {
if (typeof element.style[p] != 'undefined') {
return p;
}
}
return false;
}
Right now, whenever an object is not in the current gameState, becomes inactive, or is not visible, I will remove the div from the game’s iframe. I have checks to make sure not to run any unnecessary scripts in the update() function. Is there anyway I can improve my speed?
Are you familiar with profilers? Google Chrome includes a fairly good one. When I run your program and start profiling it, Chrome reports that your definition of isType is expensive.
Sure enough, this is expensive. Dynamically constructing RegExps can be costly.
To avoid that cost, lift out the definition of the regular expression out of isType if you can. Assuming the set of types is fixed, you can pre-compute the regexps for all the types at toplevel, store them in an object, and then do a simple lookup to get the precomputed regexp. If you don’t know them all up front, you can still cache regexps from prior calls to isType.