8000 Performance Bottleneck with Group.get() Method in Phaser · Issue #7140 · phaserjs/phaser · GitHub
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Performance Bottleneck with Group.get() Method in Phaser #7140
@FireLustre

Description

@FireLustre

Problem Description

I'm experiencing significant performance issues with the Group.get() method in Phaser. The method takes an unusually long time to execute, especially when the group contains a large number of objects. This significantly impacts the performance of my application.

Code Snippets

main.js (Relevant Part)

const seedItems = scene.add.group({
    classType: SeedItem,
    maxSize: -1,
    runChildUpdate: false
});

this.fillItems = (itemClass, itemDataList, cols = 6, itemWidth = 181, itemHeight = 201) => {
    const panel = scrollList.getElement('panel');
    const line = Math.ceil(itemDataList.length / cols);

    itemDataList.forEach((data, index) => {
        const row = Math.floor(index / cols);
        const col = index % cols;
        const x = col * (itemWidth + 20) + 160;
        const y = row * (itemHeight + 30) + 110;
        let start = performance.now();
        const seedItem = seedItems.get();
        console.log("cost", performance.now() - start);
        if (seedItem) {
            seedItem.updateData(x, y, data);
            seedItem.setActive(true);
            seedItem.setVisible(true);
            panel.add(seedItem);
        }
     
    });

    panel.setSize(GameConfig.Screen.width, (itemHeight + 30) * line + 30);
    scrollList.layout();
};

SeedItem.js (Simplified and Sanitized)

export default class SeedItem extends Phaser.GameObjects.Container {
    constructor(scene, x, y, children) {
        super(scene, x, y, children);
        // UI elements initialization
        this.bg = scene.add.image(0, 0, "item_atlas", "item_bg.png").setInteractive({ useHandCursor: true });
        this.icon = scene.add.image(0, 0, "common_atlas", "icon_seed_default.png");
        this.levelText = scene.add.text(-70, -95, "", { fontFamily: "Arial", fontSize: "24px", fill: "#ffffff" });
        this.countText = scene.add.text(45, 35, "", { fontFamily: "Arial", fontSize: "24px", fill: "#385bb6" });
        this.nameText = scene.add.text(0, 85, "", { fontFamily: "Arial", fontSize: "22px", fill: "#fffffb" }).setOrigin(0.5, 0.5);
        this.notBuyBg = scene.add.image(0, 0, "item_atlas", "item_not_available.png").setVisible(false);

        // Event listeners
        this.bg
            .on("pointerdown", (pointer) => { /* ... */ })
            .on("pointermove", (pointer) => { /* ... */ })
            .on("pointerup", (pointer) => { /* ... */ });
    }

    updateData(x, y, data) {
        this.setPosition(x, y);
        const { level, count, name, type } = data;
        this.levelText.setText(`Lv.${level}`);
        this.countText.setText(count);
        this.nameText.setText(name);
    }
}

Steps to Reproduce

  1. Create a group with maxSize: -1.
  2. Repeatedly call group.get() in a loop (e.g., for populating a grid).
  3. Observe the execution time of each get() call.

Expected Behavior

The get() method should return a pooled object quickly, even for large groups.

Possible Workarounds

  • Pre-warm the pool by pre-creating objects.
  • Limit the group size if possible.

Could you investigate this issue or suggest optimizations? Thanks!

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