Moving Physics optim to DirtyScene

The Physics engine is now disabled only if no sprites are moving (if they have no velocity).
Also, if a sprite is moving (if it has a velocity), the dirty state is set.
This commit is contained in:
David Négrier 2021-05-26 11:57:57 +02:00
parent b57a9957a3
commit bc19cbd525
2 changed files with 22 additions and 16 deletions

View file

@ -186,7 +186,6 @@ export class GameScene extends DirtyScene implements CenterListener {
private popUpElements : Map<number, DOMElement> = new Map<number, Phaser.GameObjects.DOMElement>();
private originalMapUrl: string|undefined;
private pinchManager: PinchManager|undefined;
private physicsEnabled: boolean = true;
private mapTransitioning: boolean = false; //used to prevent transitions happenning at the same time.
private onVisibilityChangeCallback: () => void;
@ -1088,8 +1087,6 @@ ${escapedMessage}
}
createCollisionWithPlayer() {
this.physics.disableUpdate();
this.physicsEnabled = false;
//add collision layer
this.Layers.forEach((Layer: Phaser.Tilemaps.TilemapLayer) => {
this.physics.add.collider(this.CurrentPlayer, Layer, (object1: GameObject, object2: GameObject) => {
@ -1223,20 +1220,7 @@ ${escapedMessage}
this.dirty = false;
mediaManager.updateScene();
this.currentTick = time;
if (this.CurrentPlayer.isMoving()) {
this.dirty = true;
}
this.CurrentPlayer.moveUser(delta);
if (this.CurrentPlayer.isMoving()) {
this.dirty = true;
if (!this.physicsEnabled) {
this.physics.enableUpdate();
this.physicsEnabled = true;
}
} else if (this.physicsEnabled) {
this.physics.disableUpdate();
this.physicsEnabled = false;
}
// Let's handle all events
while (this.pendingEvents.length !== 0) {