Closed caryoscelus closed 7 years ago
...highlight performance is not up to par
<- was that an in-joke? 👍
This problem also applies to line placement when the lines become large - I haven't profiled, but I think the fix is likely making lines and powered area highlights their own Phaser.Group
objects containing simple Phaser.Sprite
s. Every time a tilemap is altered, Phaser does a lot of recalculating and re-rendering that's ultimately just redone when the next tile is altered...
was that an in-joke?
Yep.
I should perhaps also mention that general load seems too big: the game constantly eats about one whole core (on my firefox), even when nothing happens. This might be not related to your code, though.
When the network becomes very big, powered area highlighting becomes quite slow.