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Phaser 3.13 fillRect bug #4056

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Aveyder opened this issue Sep 22, 2018 · 6 comments
Closed

Phaser 3.13 fillRect bug #4056

Aveyder opened this issue Sep 22, 2018 · 6 comments

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@Aveyder
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Aveyder commented Sep 22, 2018

Something wrong happennig when I'm trying to change Phaser 3.12 to 3.13.

While 3.12 version isn't causing any problems, 3.13 version in the same conditions spending too much time to fillRect method invocation and the time of invocation this method is growing in arithmetical progression during the game execution.

At the beginning:
fillrect1

After some time:
fillrect2

The same conditions with 3.12 version:
standard

I can see this problem on both Android and Windows version Chrome (I don't have any information about other browsers).


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@Aveyder
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Aveyder commented Sep 22, 2018

prerender

@photonstorm
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Code sample needed that demonstrates this, as it doesn't surface in a randomly selected test from the labs.

@Aveyder
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Aveyder commented Oct 7, 2018

var config = {
type: Phaser.CANVAS,
scene: {
create: create,
}
};

var game = new Phaser.Game(config);

function create ()
{
let whiteMask = new Phaser.GameObjects.Graphics(this);
whiteMask.fillStyle(0xffffff);
whiteMask.fillCircle(0,0, 30);
whiteMask.setAlpha(0);
this.add.existing(whiteMask);
this.tweens.add({
targets: whiteMask,
alpha: 0.36,
ease: "Power0",
duration: 150,
yoyo: true,
repeat: -1
})
}

Could you check this sample?

@photonstorm
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Have finally managed to reproduce this, so will have a look and see how something as simple as a fillRect could cause it.

@photonstorm
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Ok, I'm happy this is fixed now. I managed to replicate it, then after the fix I left a canvas demo running for 32 minutes (yes, minutes) and frame rate is fine, fillRect is tiny. Phew :)

@photonstorm
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Thank you for submitting this issue. We have fixed this and the fix has been pushed to the master branch. It will be part of the next release. If you get time to build and test it for yourself we would appreciate that.

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2 participants