webgl-benchmark
Version:
Benchmark WebGL performance using different JavaScript rendering/game engines, such as Pixi and Phaser.
79 lines (63 loc) • 2.86 kB
JavaScript
import IScene from './IScene.js';
export default class SpritesAndGraphics extends IScene {
constructor(app, gui) {
super(app, gui);
this.title = 'Sprites and Graphics';
this.description = 'A mix of individual sprites, sprites from a spritesheet and graphics';
this._colors = [0x29BF12, 0xABFF4F, 0x08BDBD, 0xF21B3F, 0xFF9914];
this._bunnyIndex = 1;
this._shapeIndex = 0;
}
_create(objectCount) {
for (let i = this._children.length; i < objectCount; ++i) {
if (i % 20 < 7) {
const sprite = this._app.scene.add.sprite(0, 0, `images/bunny${this._bunnyIndex}.png`);
this._bunnyIndex === 12 ? this._bunnyIndex = 1 : ++this._bunnyIndex;
sprite.setPosition(Math.random() * this._app.screen.width, Math.random() * this._app.screen.height);
} else if (i % 20 < 14) {
const sprite = this._app.scene.add.sprite(0, 0, `spritesheets/bunnies.png`, `spritesheets/bunny${this._bunnyIndex}.png`);
this._bunnyIndex === 12 ? this._bunnyIndex = 1 : ++this._bunnyIndex;
sprite.setPosition(Math.random() * this._app.screen.width, Math.random() * this._app.screen.height);
} else if (i % 20 < 18) {
const color = this._colors[this._children.length % this._colors.length];
const graphic = this._app.scene.add.graphics({ fillStyle: { color } });
graphic.fillRectShape(new Phaser.Geom.Rectangle(-15, -15, 30, 30));
graphic.x = Math.random() * this._app.screen.width;
graphic.y = Math.random() * this._app.screen.heigh;
} else {
const color = this._colors[this._children.length % this._colors.length];
const graphic = this._app.scene.add.graphics({ fillStyle: { color } });
if (this._shapeIndex === 0) {
const polygon = this._drawStar(0, 0, 5, 30, 20, 1);
graphic.fillPoints(polygon.points, true);
} else if (this._shapeIndex === 1) {
graphic.fillTriangleShape(new Phaser.Geom.Triangle(-15, -30, 15, 15, -30, 15));
} else if (this._shapeIndex === 2) {
const polygon = new Phaser.Geom.Polygon([-15, -30, -15, 0, 15, 15, -30, 15]);
graphic.fillPoints(polygon.points, true)
} else {
graphic.fillEllipseShape(new Phaser.Geom.Ellipse(0, 0, 60, 30));
}
this._shapeIndex === 4 ? this._shapeIndex = 0 : ++this._shapeIndex;
graphic.x = Math.random() * this._app.screen.width;
graphic.y = Math.random() * this._app.screen.height
}
}
}
_drawStar(x, y, points, radius, innerRadius, rotation = 0) {
innerRadius = innerRadius || radius / 2;
const startAngle = (-1 * Math.PI / 2) + rotation;
const len = points * 2;
const delta = Math.PI * 2 / len;
const polygon = [];
for (let i = 0; i < len; i++) {
const r = i % 2 ? innerRadius : radius;
const angle = (i * delta) + startAngle;
polygon.push(
x + (r * Math.cos(angle)),
y + (r * Math.sin(angle))
);
}
return new Phaser.Geom.Polygon(polygon);
}
}