Games and Animation.
Writing games means managing the compromise between the creative and artistic need, performance practicalities, and coding style.
When developing you usually have a top end gaming machine, sadly this is the wrong machine to develop on.
You need to have the minimum spec device you want your game to work well on as the development machine (or at least run on each test cycle) or you will always be frustrated with poor performance. It sucks, but it is easier to add features at run time that take advantage of a high end machine than to remove them to have it run on a low end machine.
Slow downs.
There are three main reasons that your code is slowing down.
- Switching colors causes a state change that can be more expensive than the single draw function. It also forces you to draw using a new path for each item.
- Rendering arcs is slow.
- Rendering invisible or near invisible shapes still requires CPU cycles. You cull particles when their size is less than zero. But your update reduces the size by 0.02 per step so between radius 0.5 and 0 there are 25 near invisible particles rendered.
Also avoid ctx.closePath
as for some reason it is mega slow. For arcs that will connect a path if you draw several it is far quicker to draw using
ctx.moveTo(x + r, y);
ctx.arc(x, y, r, 0, Math.PI * 2);
// An order of magnitude faster than
ctx.arc(x, y, r, 0, Math.PI * 2);
ctx.closePath();
Drawing arcs is slow, for small arcs you can not tell the difference between an arc and a rectangle. Test the size and draw rectangles when you are below the size of a few pixels.
Reduce color state changes
To reduce the state change overhead caused by color changes you need to reduce the number of colors used. This can be achieved using a color table with a limited number of colors. You then create the particles in the explosion so that they are grouped by color. This lets you combine renders and reduce state changes.
Seperat concerns
Separating the explosion logic Explosion.update
(movement, decay, bouncing) from the rendering allows you to optimise the code for the particular need. The rendering of particles can be independent of the explosion allowing all particles of the same color to be rendered in the same path.
Each time you call ctx.beginPath()
you instigate a whole pile of internal functions. This overhead can be avoided by grouping as many path items together. All particles of the same color should be between a ctx.beginPath()
and ctx.fill()
or ctx.stroke()
Memory management
Creating and de-referencing (deleting) objects adds additional work for the CPU. The deleting workload will manifest as GC hits (garbage collection) that are uncontrollable.
GC hit can be a major problem when writing animations and require attention to how you use memory.
Memory is plentiful, CPU cycles are not so the rule is don't delete during the animation. You can do this using object pools.
Object pools
Object pools are a store of unused object that can be used when needed. When you need to create a new particle you check the pool, if there are available items in the pool you use them, if not you create a new object. When an object's life is up, you copy the reference to the pool for later use.
If well balanced the pools will grow to a size that represents the max number of particles that are visible at one time. This means the pools do not add additional memory load past the max needed to run without pools.
Bubble sort
When handling array of objects that change size rather than splice them out you can use a bubble sort to sort the objects as you process them. The explosion object does this to manage its array of particles. That means the explosion's particle array ids always full and will not incur GC hits, or need allocation when pulled from the pool.
There are many more ways to optimise but the answer would grow out of control.
Significant performance gain
Using the above concepts can give Significant performance benefits. The example below can render 10 times as many particles than your code. Though there are subtle differences, you will be hard pushed to see them and to the casual observer they will appear identical.
Example
To describe all that is contained in the code below would take to long so will let the code speak.
To get the performance there is added complexity, but performance is more important for a game than simple code.
There are two additional objects. explosions
and particles
that are the pools and management roles for particles and explosions.
The particle behaviour is almost identical apart from,
- (12 * 8 = 96) particles per explosion rather than 100
- Different decay rates per particle (this is to spread out pooling operations)
- 8 particle colors rather than many.
- Particles are removed when radius is less than half a pixel.
- Particles that have a radius less than 2 pixels are rendered as rectangles
- Order of color rendering is fixed, the same color will always be on top.
Non performance change
- The explosion picks a random direction and speed per particle to give a more spherical appearance to the explosion.
I have added a performance indicator that give time to render, per particle time (PPT) which is the mean render time of a particle, and particles per frame (PPF). This is so you can compare performance between the example code and your code (added under this example).
const width = canvas.width;
const height = canvas.height;
const ctx = canvas.getContext("2d");
Math.PI2 = Math.PI * 2;
requestAnimationFrame(mainLoop); // start with a frame dont call the function directly
var pCount = 0;
function mainLoop() {
ctx.clearRect(0, 0, width, height);
pCount = 0;
const now = performance.now();
explosions.update();
particles.draw();
const time = performance.now() - now;
info.textContent = "Render Time: " + time.toFixed(3) + "ms PPT: " + (time / pCount).toFixed(4) + "ms PPF:" + pCount;
requestAnimationFrame(mainLoop);
}
canvas.addEventListener('click', (e) => {
const explosion = explosions.create();
explosion.init(e.offsetX, e.offsetY);
});
// Number of particles per explosion is renderStyleCount * particlesPerStyle
const explosion = {
renderStyleCount : 8, // Number of color styles to use.
// Can't be more than explosion.colors.length
particlesPerStyle : 16, // Number of particles to add to explosion
// per color style
colors : ["#0070a8", "#0077b3", "#0081c2", "#1282ba", "#57c7ff", "#66ccff", "#99ddff", "#a5f6ff"],
};
const explosions = Object.assign([], {
pool : [],
create() {
var exp;
if (explosions.pool.length) {
exp = explosions.pool.pop();
} else {
exp = new Explosion();
}
explosions.push(exp);
return exp;
},
update() {
var i;
for (i = 0; i < explosions.length; i ++) {
if (explosions[i].update() === false) { // if false all particles are dead
explosions.pool.push(explosions.splice(i--, 1)[0]); // send to pool
}
}
},
});
const particles = Object.assign([], {
pool : [],
init() {
var i;
for (i = 0; i < explosion.renderStyleCount; i++) {
particles.push(Object.assign([], {color : explosion.colors[i]})); // create style buckets
}
},
create(style) {
var p;
if (particles.pool.length) {
p = particles.pool.pop();
} else {
p = new Projectile();
}
p.style = style;
particles[style].push(p);
return p;
},
draw() {
var i;
for (const style of particles) { // If you have many style you should create a pool for the styles as well
if (style.length > 0) {
ctx.beginPath();
ctx.fillStyle = style.color;
for (i = 0; i < style.length; i ++) {
const p = style[i];
if (p.dead) {
particles.pool.push(style.splice(i--,1)[0]);
} else {
pCount += 1;
const r = p.radius
if (r < 2) {
ctx.rect(p.x - r,p.y - r,r * 2, r * 2);
} else {
ctx.moveTo(p.x + r, p.y);
ctx.arc(p.x,p.y,r,0,Math.PI2);
}
}
}
ctx.fill();
}
}
},
});
particles.init();
function Explosion(x, y) {
this.particles = [];
this.size = 0;
}
Explosion.prototype = {
init(x, y) {
var i, j, p, idx = 0;
for (i = 0; i < explosion.renderStyleCount; i ++) {
for (j = 0; j < explosion.particlesPerStyle; j ++) {
this.particles[idx++] = p = particles.create(i);
p.init(x, y);
}
}
this.size = idx;
},
update() { // implements a bubble sort to keep live particles grouped at the start of the array
var head = 0, tail = 0;
const particles = this.particles;
const size = this.size;
while (head < this.size) {
const p = particles[head];
p.x -= p.vx * 1;
p.y -= p.vy * 1;
p.radius -= p.decayRate;
if (p.radius < 0.5) { // particle is too small to see
p.dead = true; // semaphore for particles object to know when to pool particle
head += 1;
} else {
p.collide();
if (tail < head) { // bubble dead particles up
const temp = particles[head];
particles[head] = particles[tail];
particles[tail] = temp;
}
head += 1;
tail += 1;
}
}
return (this.size = tail) > 0;
},
}
// Capitalize Object name
function Projectile() {
// hints the optimiser to type
this.decayRate = this.style = this.radius = this.vy = this.vx = this.y = this.x = 0;
this.dead = true;
}
Projectile.prototype = {
init(x, y) { // creates using direction and speed to make explosion more
// spherical in appearance.
this.x = x;
this.y = y;
const dir = Math.random() * Math.PI2;
const speed = Math.random() ** 0.5 * 10
this.radius = 2 + Math.random() * 4;
this.decayRate = Math.random() * 0.01 + 0.01;
this.vx = Math.cos(dir) * speed;
this.vy = Math.sin(dir) * speed;
this.dead = false;
},
collide() {
const p = this;
if (p.x > width) {
p.x = width;
p.vx *= -1;
}
if (p.x < 0) {
p.x = 0;
p.vx *= -1;
}
if (p.y > height) {
p.y = height;
p.vy *= -1;
}
if (p.y < 0) {
p.y = 0;
p.vy *= -1;
}
},
}
#info {
position: absolute;
top: 0px;
left: 0px;
}
<canvas id="canvas" width="500" height="500"></canvas>
<span id="info"></span>
Orignal code.
The next snippet is the original question code with some timing information added to compare the performance.
I made some minor changes to your code to add the timing information.
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var explosions = [];
var mouseX;
var mouseY;
canvas.addEventListener('mousemove', setMouse, false);
canvas.addEventListener('click', function() {
explosions.push(new explosion(mouseX, mouseY));
}, false);
var pCount = 0;
function loop() {
ctx.clearRect(0, 0, 500, 500);
pCount = 0;
const now = performance.now();
drawExplosion();
const time = performance.now() - now;
info.textContent = "Render Time: " + time.toFixed(3) + "ms PPT: " + (time / pCount).toFixed(4) + "ms PPF:" + pCount;
requestAnimationFrame(loop);
}
loop();
function drawExplosion() {
if (explosions.length === 0) {
return;
}
for (let i = 0; i < explosions.length; i++) {
const explosion = explosions[i];
const projectiles = explosion.projectiles;
if (projectiles.length === 0) {
explosions.splice(i, 1);
return;
}
const projectilesRemove = projectiles.slice();
for (let ii = 0; ii < projectiles.length; ii++) {
const projectile = projectiles[ii];
// remove projectile if radius is below 0
if (projectile.radius < 0) {
projectilesRemove.splice(ii, 1);
continue;
}
// draw
ctx.beginPath();
ctx.arc(projectile.x, projectile.y, projectile.radius, Math.PI * 2, 0, false);
ctx.closePath();
ctx.fillStyle = 'hsl(' + projectile.h + ',' + projectile.s + '%,' + projectile.l + '%)';
ctx.fill();
pCount++;
// update
projectile.x -= projectile.vx * 1;
projectile.y -= projectile.vy * 1;
projectile.radius -= 0.02;
// collisions
if (projectile.x > 500) {
projectile.x = 500;
projectile.vx *= -1;
}
if (projectile.x < 0) {
projectile.x = 0;
projectile.vx *= -1;
}
if (projectile.y > 500) {
projectile.y = 500;
projectile.vy *= -1;
}
if (projectile.y < 0) {
projectile.y = 0;
projectile.vy *= -1;
}
}
explosion.projectiles = projectilesRemove;
}
}
function explosion(x, y) {
this.projectiles = [];
for (let i = 0; i < 100; i++) {
this.projectiles.push(
new projectile(x, y)
);
}
}
function projectile(x, y) {
this.x = x;
this.y = y;
this.radius = 2 + Math.random() * 4;
this.vx = -10 + Math.random() * 20;
this.vy = -10 + Math.random() * 20;
this.h = 200;
this.s = Math.floor((Math.random() * 100) + 70);
this.l = Math.floor((Math.random() * 70) + 30);
}
function setMouse(e) {
mouseX = e.offsetX;
mouseY = e.offsetY;
}
#info {
position: absolute;
top: 0px;
left: 0px;
}
<canvas id="canvas" width="500" height="500"></canvas>
<span id="info"></span>