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如何通过大量颗粒获得更好的性能? 帆布

[英]How to get better performance with a LOT of particles? Canvas

好吧,我真的对i-remember.fr如何使他们的圈子脱离其首页上的颗粒感到很感兴趣。 不是事实,而是在没有性能问题的情况下,似乎有数千个粒子。 因此,我尝试复制这个圈子,试图获得相同的性能-到目前为止还没有任何运气。

在一切开始变得不稳定之前,我似乎可以在其中获得约3000个粒子,但是我却没有得到比它们拥有的粒子多得多的粒子。 我正在使用RequestAnimationFrame来帮助提高性能,以及我能想到的其他一切...我可以得到一些帮助以在其中获得更多粒子吗?

引擎


使用Javascript

$('.blackhole').click(function() {
    $(this).toggleClass('open_blackhole');
    $(this).toggleClass('close_blackhole');
});


// Define Apparatus Variables.
var cw = window.innerWidth,
    ch = window.innerHeight,
    blackhole_entities = {},
    blackhole_entitiesIndex = 0,
    blackhole_entitieAmount = 3000, //6000
    canvas = $('<canvas/>').attr({
        width: cw,
        height: ch,
        id: "apparatus"
    }).appendTo('body'),
    context = canvas.get(0).getContext("2d");

var requestframe = window.requestAnimationFrame ||
    window.webkitRequestAnimationFrame ||
    window.mozRequestAnimationFrame ||
    window.msRequestAnimationFrame ||
    window.oRequestAnimationFrame ||
    // IE Fallback, you can even fallback to onscroll
    function(callback) {
        window.setTimeout(callback, 1000 / 60)
    };

// Default Entity "Class"
apparatus.blackhole = function(orbit) {
    blackhole_entitiesIndex++;
    this.id = blackhole_entitiesIndex;
    blackhole_entities[blackhole_entitiesIndex] = this;

    this.width = 1;
    this.height = 1;
    this.orbit = orbit;

    this.velocity = Math.floor((Math.random() * 3200) + 3000);

    this.angle = (Math.PI * 2 / this.width) * Math.floor((Math.random() * cw*4) + 10);;
    var choice = Math.random() * 5;

    var rands = [];
    rands.push(Math.random() * 100 + 1);
    rands.push(Math.random() * 10 + 241);

    var choice2 = Math.random() * 4;

    var rands2 = [];
    rands2.push(Math.random() * 100 + 1);
    rands2.push(Math.random() * 180 + 211);

    this.distance = (rands.reduce(function(p, c) {
        return p + c;
    }, 0) / rands.length);

    this.distance2 = (rands2.reduce(function(p, c) {
        return p + c;
    }, 0) / rands2.length);
    this.increase = Math.PI * 2 / this.width;

    this.distancefix = this.distance;
    this.distance2fix = this.distance2;

    this.color = "255,255,255";
    this.alpha = 0.6

    this.bx = Math.random() * 20 + 1;
    this.by = Math.random() * 20 + 1;
    this.inplace = true;
}

apparatus.blackhole.prototype.draw = function() {
    if (this.orbit >= 2) {
        this.x = this.bx + this.distance * Math.cos(this.angle / this.velocity) + cw / 2;
        this.y = this.by + this.distance * Math.sin(this.angle / this.velocity) + ch / 2;
        this.alpha = 0.6;
    } else {
        this.x = this.bx + this.distance2 * Math.cos(this.angle / this.velocity) + cw / 2;
        this.y = this.by + this.distance2 * Math.sin(this.angle / this.velocity) + ch / 2;
        this.alpha = 0.4;
    }
    if ($('.blackhole').hasClass('open_blackhole')) {
      $('.blackhole').removeClass('close_blackhole');

        if (this.distance >= 171) {
            this.distance = this.distance - 4;
        } else if (this.distance <= 161) {
            this.distance= this.distance + 8;
        }

        if (this.distance2 >= 201) {
            this.distance2 = this.distance2 - 6;
        } else if (this.distance2 <= 161) {
            this.distance2 = this.distance2 + 6;
        }
    }
    if($('.blackhole').hasClass('close_blackhole')){
        if (this.distance >= this.distancefix + 4) {
            this.distance = this.distance - 4;
        } else if (this.distance <= this.distancefix - 5) {
            this.distance= this.distance + 5;
        }

        if (this.distance2 >= this.distance2fix + 10) {
            this.distance2 = this.distance2 - 4;
        } else if (this.distance2 <= this.distance2fix - 10) {
            this.distance2 = this.distance2 + 4;
        }

    }

    this.angle += this.increase;

    context.fillStyle = "rgba(" + this.color + "," + this.alpha + ")";
    context.fillRect(this.x, this.y, this.width, this.height);
}

apparatus.start = function() {
    apparatus('true');
}

apparatus.stop = function() {
    apparatus('false');
}

for (var i = 0; i < blackhole_entitieAmount; i++) {
    new apparatus.blackhole((Math.random() * 4));
}

var mode;
apparatus.spawn_blackhole = function(){
  for (i in blackhole_entities) {
    blackhole_entities[i].draw();
  }
}
function apparatus(mode) {
    if (mode == 'true') {
        var i;
        requestframe(function() {
            context.clearRect(0, 0, cw, ch);

            apparatus.spawn_blackhole(); 

            apparatus('true');
        });
    }
}

apparatus.start();

HTML

<div class="blackhole button closed_blackhole">
  BLACKHOLE
</div>

希望这不是重复的,我已经搜索了很长时间。

这是我当前引擎的CodePen链接 (如果将blackhole_entitieamount变量更改为6000,您会发现它非常滞后。)

我认为最大的缺点之一是在draw函数中使用jQuery。 当您每帧执行数千次此操作时,诸如$('.blackhole').hasClass('close_blackhole')$('.blackhole').hasClass('close_blackhole')您的速度变慢。 整个过程要进行三遍,这意味着每帧进行9000次。缓存$('.blackhole')以便使它降至blackhole_entitieAmount或最好-删除它并考虑一些内部存储方式。

首先尝试将var blackhole = $('.blackhole'); 在代码的开头,并替换以后的用法,然后再次测试:)

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