Closed macluo closed 9 years ago
FYI. A workaround is being attempted to rearrange canvas in setGameCanvas() of mazeMenu.js
It's because you make a new canvasengine every time you load, if you change it so that the canvasengine loads from a maze variable instead of doing the var modelTest = loaded; bit, then I think you should be able to call scene.ready() and it'd re-render everything. I could be very wrong though, I haven't looked it over extensively.
Thanks. I will get on it after lunch.
It looks like the canvas itself is fine but the events registered by the render() method of CanvasEngine doesn't get released from the memory and therefore when a new canvas is instantiated the same events get loaded over and over again. If this is the case it could be the bug of CanvasEngine itself.
Fixed in e920c41b7936ad35764b52655d7ea2a8077d1fe9. Will close it once QA is done.
Ended up not using CanvasEngine's render() method at all. Closed for now. 3951203ea4a2e545f857a3cbc49021c2152ba1d0
While working on a new branch related to CanvasEngine f068e37024d8bafc613128712f6b93a4a5e174c8, it was discovered that Canvas from previous level has not been released from the memory. This has something to do with how mazeMenu calls load() & inject() in AMaze.model when loading the canvas. Any insight on the workaround?
In the newButtonWorks branch, a variable has been registered in the render() method of canvas, which is supposed to print "loop" 3 times per second in the console. When multiple canvas exists, the number of messages piles up.