Background: Over the last week I've been working on a game that is essentially multi-directional Tron, using Canvas and JavaScript. I opted not to clear the Canvas every frame so that my little line segments leave a trail. For collision detection, I use this function:
// 8 sensors for collision testing, positioned evenly around the brush point
var detectionRadius = this.width / 2 + 1; //points just outside the circumference
var counter = 0;
var pixelData;
for (var i = 0; i < 16; i += 2) {
//collisionPixels[] is an array of 8 (x, y) offsets, spaced evenly around the center of the circle
var x = this.x + collisionPixels[i] * detectionRadius;
var y = this.y + collisionPixels[i + 1] * detectionRadius;
pixelData = context.getImageData(x,y,1,1).data; //pixel data at each point
if (pixelData[3] != 0) {
counter++;
}
}
if (counter > 4) {
this.collision();
}
The purpose here is to get the alpha values of 8 pixels around the brushpoint's surface; alpha values of 0 are just on the background. If the number of colliding pixels, out of the total 8, is greater than 4 (this is including the trail behind the player) then I call the collision()
method. This function actually works really well (and this IS inside a function, so these declarations are local).
The problem is that context.getImageData()
skyrockets my memory usage, and after 3 or 4 games tanks the framerate. Cutting just that line out and assigning pixelData
some other value makes everything run very smoothly, even while doing the other computations.
How do I fix this memory leak? And, if there's a less convoluted way to do collision detection of this type, what is it?
EDIT: at request, here is my loop:
function loop() {
now = Date.now();
delta = now - lastUpdate;
lastUpdate = now;
if (!paused) {
for (var i = 0; i < numPlayers; i++) {
if (players[i].alive) {
players[i].update(delta);
players[i].render();
}
}
}
requestAnimationFrame(loop);
}
EDIT 2: So I tried Patrick's UInt8ClampedArrays idea:
//8 sensors for collision testing, positioned evenly around the brush point
var detectionRadius = this.width / 2 + 1;
var counter = 0;
for (var i = 0; i < 16; i += 2) {
var x = this.x + collisionPixels[i] * detectionRadius;
var y = this.y + collisionPixels[i + 1] * detectionRadius;
//translate into UInt8ClampedArray for data
var index = (y * canvas.width + x) * 4 + 3; //+3 so we're at the alpha index
if (canvasArray[index] != 0) {
counter++;
}
}
And, at the top of my loop I added a new global variable, updated once per frame:
var canvasArray = context.getImageData(0,0,canvas.width,canvas.height).data;
Hope I did that right. It works, but the memory and framerate still get worse each round you play. Going to upload some heap snapshots.
EDIT 3:
Snapshot 1: https://drive.google.com/open?id=0B-8p3yyYzRjeY2pEa2Z5QlgxRUk&authuser=0
Snapshot 2: https://drive.google.com/open?id=0B-8p3yyYzRjeV2pJb1NyazY3OWc&authuser=0
Snapshot 1 is after the first game, 2 is after the second.
EDIT 4: Tried capping the framerate:
function loop() {
requestAnimationFrame(loop);
now = Date.now();
delta = now - lastUpdate;
//lastUpdate = now;
if (delta > interval) {
lastUpdate = now;
if (!paused) {
for (var i = 0; i < numPlayers; i++) {
if (players[i].alive) {
players[i].update(delta);
players[i].render();
}
}
}
}
}
Where
interval = 1000 / fps;
It delays the eventual performance hit, but memory is still climbing with this option.
EDIT 5: While I'm sure there must be a better way, I found a solution that works reasonably well. Capping the framerate around 30 actually worked in terms of long-term performance, but I hated the way the game looked at 30 FPS.. so I built a loop that had an uncapped framerate for all updating and rendering EXCEPT for collision handling, which I updated at 30 FPS.
function loop() {
requestAnimationFrame(loop);
now = Date.now();
delta = now - lastUpdate;
lastUpdate = now;
if (!paused) {
for (var i = 0; i < numPlayers; i++) {
if (players[i].alive) {
players[i].update(delta);
players[i].render();
}
}
if (now - lastCollisionUpdate > collisionInterval) {
canvasData = context.getImageData(0, 0, context.canvas.width, context.canvas.height).data;
for (var i = 0; i < numPlayers; i++) {
if (players[i].alive) {
if (players[i].detectCollisions()) {
players[i].collision();
}
}
}
lastCollisionUpdate = now;
}
canvasData = null;
}
}
Thanks for the answers.. a lot of your ideas found their way into the final(?) product, and I appreciate that. Closing this thread.