Is it more efficient to draw a circle with ccCircle? - cocos2d-x

I'm hoping to create about 50-80 'balls' on the screen and each ball is an object of a class extending CCNode. Each ball will be about 20 x 20px.
Would it be more efficient to
override void draw() and use ccDrawCircle()
or make a picture and make a CCSprite with it (it'll needed be added to the node)?

Most effective way to draw multiple nodes, that use single material (texture) is CCSpriteBatchNode.
// we create base bach node with texture
CCSpriteBatchNode *batch = CCSpriteBatchNode::create(textureFile, 50 /* initial capacity of node */);
// then we create our sprites with the same texture
CCSprite::sprite = CCSprite::create(textureFile);
batch->addChild(sprite);
CCSpriteBatchNode can contain only CCSprites with the same texture, that used for batch node, but all sprites are drawed in single function call (batch drawing).
Color and opacity of every sprite can be changed. To colorize sprites you can create white-colored texture of ball. When you use setColor method, white color will be transformed to color, that specified in setColor

Related

create multiple textures with rotation of original texture and save them in a list

Not sure if I am on the right way.
I have a smal texture which I draw multiple times (1000). But I like to have them with different rotations (around 10) for that texture. So I thought to rotate the textures and save the in a list (10) for the reuse (performance).
When my approach is good, how can I rotate an original texture and store it to a new texture (in memory during start) ?
You can use Sprite class that wraps a Texture and provides many useful methods to work with it. For example: scaling, rotating.
So you will have one Texture instance and 10 sprites.
Texture texture = new Texture("path.png");
for (int i = 0; i < 10; i++) {
Sprite sprite = new Sprite(texture);
sprite.setSize(..);
sprite.setRotation(..);
someList.add(sprite);
}
And then you can just select which sprite you want set it's position and draw it:
sprite.draw(spriteBatch);

HTML5 Canvas save() and restore() performance

So the issue that I'm having is that in developing an HTML5 canvas app I need to use a lot of transformations (i.e. translate, rotate, scale) and therefore a lot of calls being made to context.save() and context.restore(). The performance drops very quickly even with drawing very little (because the save() and restore() are being called as many times as possible in the loop). Is there an alternative to using these methods but still be able to use the transformations? Thank you!
Animation and Game performance tips.
Avoid save restore
Use setTransform as that will negate the need for save and restore.
There are many reasons that save an restore will slow things down and these are dependent on the current GPU && 2D context state. If you have the current fill and/or stroke styles set to a large pattern, or you have a complex font / gradient, or you are using filters (if available) then the save and restore process can take longer than rendering the image.
When writing for animations and games performance is everything, for me it is about sprite counts. The more sprites I can draw per frame (60th second) the more FX I can add, the more detailed the environment, and the better the game.
I leave the state open ended, that is I do not keep a detailed track of the current 2D context state. This way I never have to use save and restore.
ctx.setTransform rather than ctx.transform
Because the transforms functions transform, rotate, scale, translate multiply the current transform, they are seldom used, as i do not know what the transform state is.
To deal with the unknown I use setTransform that completely replaces the current transformation matrix. This also allows me to set the scale and translation in one call without needing to know what the current state is.
ctx.setTransform(scaleX,0,0,scaleY,posX,posY); // scale and translate in one call
I could also add the rotation but the javascript code to find the x,y axis vectors (the first 4 numbers in setTransform) is slower than rotate.
Sprites and rendering them
Below is an expanded sprite function. It draws a sprite from a sprite sheet, the sprite has x & y scale, position, and center, and as I always use alpha so set alpha as well
// image is the image. Must have an array of sprites
// image.sprites = [{x:0,y:0,w:10,h:10},{x:20,y:0,w:30,h:40},....]
// where the position and size of each sprite is kept
// spriteInd is the index of the sprite
// x,y position on sprite center
// cx,cy location of sprite center (I also have that in the sprite list for some situations)
// sx,sy x and y scales
// r rotation in radians
// a alpha value
function drawSprite(image, spriteInd, x, y, cx, cy, sx, sy, r, a){
var spr = image.sprites[spriteInd];
var w = spr.w;
var h = spr.h;
ctx.setTransform(sx,0,0,sy,x,y); // set scale and position
ctx.rotate(r);
ctx.globalAlpha = a;
ctx.drawImage(image,spr.x,spr.y,w,h,-cx,-cy,w,h); // render the subimage
}
On just an average machine you can render 1000 +sprites at full frame rate with that function. On Firefox (at time of writing) I am getting 2000+ for that function (sprites are randomly selected sprites from a 1024 by 2048 sprite sheet) max sprite size 256 * 256
But I have well over 15 such functions, each with the minimum functionality to do what I want. If it is never rotated, or scaled (ie for UI) then
function drawSprite(image, spriteInd, x, y, a){
var spr = image.sprites[spriteInd];
var w = spr.w;
var h = spr.h;
ctx.setTransform(1,0,0,1,x,y); // set scale and position
ctx.globalAlpha = a;
ctx.drawImage(image,spr.x,spr.y,w,h,0,0,w,h); // render the subimage
}
Or the simplest play sprite, particle, bullets, etc
function drawSprite(image, spriteInd, x, y,s,r,a){
var spr = image.sprites[spriteInd];
var w = spr.w;
var h = spr.h;
ctx.setTransform(s,0,0,s,x,y); // set scale and position
ctx.rotate(r);
ctx.globalAlpha = a;
ctx.drawImage(image,spr.x,spr.y,w,h,-w/2,-h/2,w,h); // render the subimage
}
if it is a background image
function drawSprite(image){
var s = Math.max(image.width / canvasWidth, image.height / canvasHeight); // canvasWidth and height are globals
ctx.setTransform(s,0,0,s,0,0); // set scale and position
ctx.globalAlpha = 1;
ctx.drawImage(image,0,0); // render the subimage
}
It is common that the playfield can be zoomed, panned, and rotated. For this I maintain a closure transform state (all globals above are closed over variables and part of the render object)
// all coords are relative to the global transfrom
function drawGlobalSprite(image, spriteInd, x, y, cx, cy, sx, sy, r, a){
var spr = image.sprites[spriteInd];
var w = spr.w;
var h = spr.h;
// m1 to m6 are the global transform
ctx.setTransform(m1,m2,m3,m4,m5,m6); // set playfield
ctx.transform(sx,0,0,sy,x,y); // set scale and position
ctx.rotate(r);
ctx.globalAlpha = a * globalAlpha; (a real global alpha)
ctx.drawImage(image,spr.x,spr.y,w,h,-cx,-cy,w,h); // render the subimage
}
All the above are about as fast as you can get for practical game sprite rendering.
General tips
Never use any of the vector type rendering methods (unless you have the spare frame time) like, fill, stroke, filltext, arc, rect, moveTo, lineTo as they are an instant slowdown. If you need to render text create a offscreen canvas, render once to that, and display as a sprite or image.
Image sizes and GPU RAM
When creating content, always use the power rule for image sizes. GPU handle images in sizes that are powers of 2. (2,4,8,16,32,64,128....) so the width and height have to be a power of two. ie 1024 by 512, or 2048 by 128 are good sizes.
When you do not use these sizes the 2D context does not care, what it does is expand the image to fit the closest power. So if I have an image that is 300 by 300 to fit that on the GPU the image has to be expanded to the closest power, which is 512 by 512. So the actual memory footprint is over 2.5 times greater than the pixels you are able to display. When the GPU runs out of local memory it will start switching memory from mainboard RAM, when this happens your frame rate drops to unusable.
Ensuring that you size images so that you do not waste RAM will mean you can pack a lot more into you game before you hit the RAM wall (which for smaller devices is not much at all).
GC is a major frame theef
One last optimisation is to make sure that the GC (garbage collector) has little to nothing to do. With in the main loop, avoid using new (reuse and object rather than dereference it and create another), avoid pushing and popping from arrays (keep their lengths from falling) keep a separate count of active items. Create a custom iterator and push functions that are item context aware (know if an array item is active or not). When you push you don't push a new item unless there are no inactive items, when an item becomes inactive, leave it in the array and use it later if one is needed.
There is a simple strategy that I call a fast stack that is beyond the scope of this answer but can handle 1000s of transient (short lived) gameobjects with ZERO GC load. Some of the better game engines use a similar approch (pool arrays that provide a pool of inactive items).
GC should be less than 5% of your game activity, if not you need to find where you are needlessly creating and dereferencing.

Libgdx tiled gaps between tiles

so I have a problem with tiled map, My map has gaps/texture bleeding, I read other questions with this problem but I could not get the one which works.
I'm using already made sprite sheet which includes all of tiles, so does enyone know the solution for it ? that I could make and I wont need to cut like 60 tiles from sprite sheet ?
use texture filter Nearest not Linear since Linear user 4 surrounding texels to calculate actual color so when it is on the border of tile it will generate the gap. You can read about TextureFilter here:
http://www.badlogicgames.com/wordpress/?p=1403
and you set it just like:
Sprite sprite;
//now you are initializing the sprite...
sprite.getTexture().setFilter(TextureFilter.Nearest, TextureFilter.Nearest);
of course you can call setFilter() direct on texture if you have an access to it. If you don't because you create tiledMap from file you can try to iterate over tiles and set proper filter for every tile texture:
Iterator<TiledMapTileSet> iter = tiledMap.getTileSets().iterator();
while(iter.hasNext())
{
Iterator<TiledMapTile> iterTile = iter.next().iterator();
while(iterTile.hasNext())
{
iterTile.next().getTextureRegion().getTexture().setFilter(...);
}
}
You can also just extrude your atlas in TexturePacker - it will double every pixel on the border so color blending wouldn't affect it

How to draw line with texture instead of color?

I have lot of sprites on screen ( cars looking from top ) and I am drawing polylines ( like call ccDrawPoly(redBlue, 8, false) ). I need to replace line color with texture ( I have image of water and I want to draw line with water texture water.png ).
How to make this ?
PaolaJ, I could suggest a hack
Create Sprite Object
Give it some width like 2,4,8 or 16 (depending on your texture)
Sprite Height could be same as line length.
Use sprite->getTexture()->setTexParameters({GL_LINEAR, GL_LINEAR,GL_REPEAT,GL_REPEAT}) to repeat your texture.
use rotation to place the sprite properly.
make sure texture is power of 2.
On the other hand, proper way would be textured polygon as LearnCocos2d suggested.

adding transparent sprite over another sprite

I need to place a transparent sprite over another sprite. The overlaying sprite will acept some mouse events. When a user move mouse over upper sprite a curve will be drawn. After it'll be processed it will be drawn on the base sprite (and erased on upper).
The idea I have now is to place the sprite, draw a rectange of size equal to sizes of sprite and set alpha to 0.
The question is a bit dump: maybe the proposed solution is not the best. Is there a better way to set width and height (as far a I understand Sprite.width = w; will not help)?
Thank you in advance!
You can't set dimensions directly, while you can draw over that Sprite. So you can do like this:
graphics.beginFill(0,0); // zero alpha fill
graphics.lineStyle(0,0,0); // invisible lines
graphics.drawRect(0,0,width,height);
graphics.endFill();
This way your Sprite can have its alpha remaining at 1, to not hide anything that's its child. Then, whatever curve you would decide to draw in that Sprite, you can draw within a child Shape object, via graphics.moveTo and graphics.lineTo.
UPDATE: According to comments below, setting alpha to 0 won't work with newer Flash player versions, so alpha should be set to a nonzero amount for the events to register on the overlapping sprite.
graphics.beginFill(0x808080,0.01); // almost zero alpha fill