Here's some tips on optimizing performance / maintainability for kaboom games
Sometimes there are some objects that gets created, leaves screen, and never seen again, like a bullet. These objects will keep being rendered / updated and be detrimental to performance if they get created a lot, it's better to remove them when they leave screen.
offscreen()
is a component that helps you define behavior when objects go off-screen.
k.add([
k.sprite("bullet"),
k.pos(player.pos),
// the bullet move left forever
k.move(LEFT, 600),
// destroy the bullet when it's far out of view
k.offscreen({ destroy: true })
])
Sometimes you might be drawing a lot of objects that's not on screen (e.g. if you have a big map and your camera only sees a small area), this is very unnessecary, use offscreen()
component to define object's behavior when they're not on screen.
// planting flowers all over the map
for (let i = 0; i < 1000; i++) {
k.add([
k.sprite("flower"),
k.pos(k.rand(-5000, 5000), k.rand(-5000, 5000)),
// don't draw or update the flower when they're out of view
k.offscreen({ hide: true, pause: true })
])
}
await
Kaboom use a lot of Promise
and Promise
-like in time / event related stuff, use await
on those to make code look nicer
async function example() {
await k.wait(3)
await k.tween(0, 100, 1, (x) => mark.pos.x = x)
}
By default Kaboom uses a lot of common names like pos
, sprite
that occupies global namespace, it's often better to use global: false
to not export kaboom functions to window
kaboom({
global: false
})
const pos = k.vec2(120, 200)
When programming timer / tween behavior for a specific game object, it's better to attach timer()
component to the game object and use that instead of global timer functions. This way the timer is tied to the life cycle of the game object, when then game object pauses or gets destroyed, the timer will not run.
// prefer
const player = k.add([
k.sprite("bean"),
k.pos(100, 200),
k.timer(),
k.state("idle"),
])
// these timers will only run when player game object is not paused / destroyed
player.wait(2, () => {
// ...
})
await player.tween(
player.pos,
k.mousePos(),
0.5,
(p) => player.pos = p,
k.easings.easeOutQuad,
)
// this will pause all the timer events
player.paused = true
// this will stop all the timer events
player.destory()
player.onStateEnter("attack", async () => {
// ... state code
// if we use global k.wait() here it'll create infinitely running state transitions even when player game object doesn't exist anymore
await player.wait(2)
player.enterState("idle")
})
player.onStateEnter("idle", async () => {
// ... state code
// if we use global k.wait() here it'll create infinitely running state transitions even when player game object doesn't exist anymore
await player.wait(1)
player.enterState("attack")
})
Similar to above, it's often better to use local input handlers as opposed to global ones.
const gameScene = k.add([])
const player = gameScene.add([
k.sprite("bean"),
k.pos(100, 200),
k.area(),
k.body(),
])
// these
gameScene.onKeyPress("space", () => {
player.jump()
})
// this will pause all the input events
gameScene.paused = true
// this will stop all the input events
gameScene.destory()
Loading assets takes time, compress them when you can.
.ttf
or .otf
to .woff2
(with google/woff2).wav
files to .ogg
or .mp3