martindrapeau / backbone-game-engine Goto Github PK
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License: MIT License
HTML5 Game Engine using Backbone.
License: MIT License
in core.js line 54 reads
this.bbox = {x1: 0, y1: 0, y1: 0, y2: 0};
shouldn't it be
this.bbox = {x1: 0, y1: 0, x2: 0, y2: 0};
So amazing a project with Backbone~,I am learning Backbone , and find this amazing project . Wish this to develop better!
Instead of having assets (images) loaded with page (declared in the html file), would be nice to lazy load them. Trying to avoid AJAX would be best to prevent having to have a local server. Maybe just by adding a new img element to the DOM and checking when its ready. With progress and all.
I just came across your project and would be interested in contributing. Are you interested in getting some help? I have been a long time Backbone developer and have been dabbling in web based game development for a few months. If so it would be good for you to create a couple of issues / tasks I could pick out to help on.
World.findAt() and World.filterAt() are not very efficient. If World.sprites were added to a quad-tree (and their position was maintained when they move) it would be much faster. I would probably bootstrap that call in World.setupSpriteLayers().
Currently, that function redraws the background every world x/y change up to 60 times a second. Takes up a lot of time to do so when the world is panned. On older computers and tablets, the fps is reduced.
Instead, we could increase the background canvas by a buffer (say 2 tiles larger and taller). When the world x/y changes slightly, we will not need to redraw - but instead just perform a copy of the panned region.
For Super Mario, I estimate this strategy would cause a redraw only once per second instead of 60.
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