kiwiengine 0.6.2 → 0.7.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (49) hide show
  1. package/lib/dom/dom-particle.js +74 -23
  2. package/lib/dom/dom-particle.js.map +1 -1
  3. package/lib/node/core/game-object.js +4 -1
  4. package/lib/node/core/game-object.js.map +1 -1
  5. package/lib/node/core/renderable.js +4 -6
  6. package/lib/node/core/renderable.js.map +1 -1
  7. package/lib/node/core/transformable.js +42 -11
  8. package/lib/node/core/transformable.js.map +1 -1
  9. package/lib/node/ext/animated-sprite.js +8 -1
  10. package/lib/node/ext/animated-sprite.js.map +1 -1
  11. package/lib/node/ext/bitmap-text.js +61 -4
  12. package/lib/node/ext/bitmap-text.js.map +1 -1
  13. package/lib/node/ext/circle.js +2 -1
  14. package/lib/node/ext/circle.js.map +1 -1
  15. package/lib/node/ext/particle.js +65 -15
  16. package/lib/node/ext/particle.js.map +1 -1
  17. package/lib/node/ext/rectangle.js +2 -1
  18. package/lib/node/ext/rectangle.js.map +1 -1
  19. package/lib/renderer/camera.js +8 -0
  20. package/lib/renderer/camera.js.map +1 -1
  21. package/lib/renderer/renderer.js +7 -2
  22. package/lib/renderer/renderer.js.map +1 -1
  23. package/lib/types/dom/dom-particle.d.ts +1 -0
  24. package/lib/types/dom/dom-particle.d.ts.map +1 -1
  25. package/lib/types/node/core/game-object.d.ts +3 -1
  26. package/lib/types/node/core/game-object.d.ts.map +1 -1
  27. package/lib/types/node/core/renderable.d.ts +0 -1
  28. package/lib/types/node/core/renderable.d.ts.map +1 -1
  29. package/lib/types/node/core/transformable.d.ts.map +1 -1
  30. package/lib/types/node/ext/animated-sprite.d.ts.map +1 -1
  31. package/lib/types/node/ext/bitmap-text.d.ts.map +1 -1
  32. package/lib/types/node/ext/circle.d.ts.map +1 -1
  33. package/lib/types/node/ext/particle.d.ts +1 -0
  34. package/lib/types/node/ext/particle.d.ts.map +1 -1
  35. package/lib/types/node/ext/rectangle.d.ts.map +1 -1
  36. package/lib/types/renderer/camera.d.ts.map +1 -1
  37. package/lib/types/renderer/renderer.d.ts.map +1 -1
  38. package/package.json +4 -4
  39. package/src/dom/dom-particle.ts +91 -24
  40. package/src/node/core/game-object.ts +10 -2
  41. package/src/node/core/renderable.ts +4 -5
  42. package/src/node/core/transformable.ts +49 -11
  43. package/src/node/ext/animated-sprite.ts +10 -1
  44. package/src/node/ext/bitmap-text.ts +70 -4
  45. package/src/node/ext/circle.ts +2 -1
  46. package/src/node/ext/particle.ts +80 -16
  47. package/src/node/ext/rectangle.ts +2 -1
  48. package/src/renderer/camera.ts +6 -0
  49. package/src/renderer/renderer.ts +9 -2
@@ -18,6 +18,9 @@ export class DomParticleSystem extends DomGameObject {
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  #texture;
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  #loadTexturePromise;
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  #particles = [];
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+ // [성능 최적화] DOM 엘리먼트 풀 - 재사용으로 DOM 조작 및 GC 부담 감소
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+ #elementPool = [];
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+ #poolSize;
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  constructor(options) {
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  super(options);
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  this.el.style.pointerEvents = 'none';
@@ -31,6 +34,7 @@ export class DomParticleSystem extends DomGameObject {
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  this.#fadeRate = options.fadeRate;
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  this.#orientToVelocity = options.orientToVelocity;
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  this.#blendMode = options.blendMode;
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+ this.#poolSize = options.poolSize ?? 100;
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  this.#loadTexturePromise = this.#loadTexture();
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  }
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  async #loadTexture() {
@@ -42,18 +46,22 @@ export class DomParticleSystem extends DomGameObject {
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  this.#texture = await domTextureLoader.load(this.#textureSrc);
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  }
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  }
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- async burst({ x, y }) {
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- if (!this.#texture)
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- await this.#loadTexturePromise;
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- const count = random(this.#count.min, this.#count.max);
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- for (let i = 0; i < count; i++) {
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- const lifespan = random(this.#lifespan.min, this.#lifespan.max);
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- const angle = random(this.#angle.min, this.#angle.max);
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- const sin = Math.sin(angle);
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- const cos = Math.cos(angle);
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- const velocity = random(this.#velocity.min, this.#velocity.max);
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- const scale = random(this.#scale.min, this.#scale.max);
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- const el = document.createElement('div');
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+ // [성능 최적화] 풀에서 엘리먼트 가져오거나 새로 생성
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+ #acquireElement(x, y, scale, angle) {
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+ let el = this.#elementPool.pop();
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+ if (el) {
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+ // 풀에서 가져온 엘리먼트 재설정
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+ setStyle(el, {
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+ left: `${x}px`,
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+ top: `${y}px`,
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+ transform: `translate(-50%, -50%) scale(${scale})${this.#orientToVelocity ? ` rotate(${angle}rad)` : ''}`,
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+ opacity: `${this.#startAlpha ?? 1}`,
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+ display: 'block',
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+ });
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+ }
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+ else {
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+ // 풀이 비어있으면 새로 생성
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+ el = document.createElement('div');
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  setStyle(el, {
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  position: 'absolute',
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  left: `${x}px`,
@@ -67,37 +75,80 @@ export class DomParticleSystem extends DomGameObject {
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  opacity: `${this.#startAlpha ?? 1}`,
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  mixBlendMode: this.#blendMode ?? 'normal',
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  });
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+ this.el.appendChild(el);
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+ }
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+ return el;
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+ }
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+ // [성능 최적화] 엘리먼트를 풀로 반환 (DOM에서 제거 대신)
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+ #releaseElement(el) {
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+ if (this.#elementPool.length < this.#poolSize) {
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+ el.style.display = 'none';
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+ this.#elementPool.push(el);
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+ }
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+ else {
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+ el.remove();
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+ }
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+ }
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+ async burst({ x, y }) {
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+ if (!this.#texture)
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+ await this.#loadTexturePromise;
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+ const count = random(this.#count.min, this.#count.max);
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+ for (let i = 0; i < count; i++) {
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+ const lifespan = random(this.#lifespan.min, this.#lifespan.max);
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+ const angle = random(this.#angle.min, this.#angle.max);
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+ const sin = Math.sin(angle);
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+ const cos = Math.cos(angle);
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+ const velocity = random(this.#velocity.min, this.#velocity.max);
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+ const scale = random(this.#scale.min, this.#scale.max);
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+ const el = this.#acquireElement(x, y, scale, angle);
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  this.#particles.push({
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  el,
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+ active: true,
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+ x,
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+ y,
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+ opacity: this.#startAlpha ?? 1,
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  age: 0,
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  lifespan,
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  velocityX: velocity * cos,
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  velocityY: velocity * sin,
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  fadeRate: this.#fadeRate,
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  });
78
- this.el.appendChild(el);
79
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  }
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  }
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  update(dt) {
82
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  super.update(dt);
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  const ps = this.#particles;
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- for (let i = 0; i < ps.length; i++) {
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- const p = ps[i];
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- const e = p.el;
121
+ // [성능 최적화] swap-and-pop 패턴으로 O(n) splice 비용 제거
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+ let writeIdx = 0;
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+ for (let readIdx = 0; readIdx < ps.length; readIdx++) {
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+ const p = ps[readIdx];
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  p.age += dt;
88
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  if (p.age > p.lifespan) {
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- e.remove();
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- ps.splice(i, 1);
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- i--;
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+ // [성능 최적화] DOM에서 제거 대신 풀로 반환
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+ this.#releaseElement(p.el);
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+ p.active = false;
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  continue;
93
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  }
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- const x = parseFloat(e.style.left) + p.velocityX * dt;
95
- const y = parseFloat(e.style.top) + p.velocityY * dt;
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- const opacity = parseFloat(e.style.opacity) + p.fadeRate * dt;
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- setStyle(e, { left: `${x}px`, top: `${y}px`, opacity: `${opacity}` });
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+ // [성능 최적화] parseFloat 대신 캐시된 사용
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+ p.x += p.velocityX * dt;
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+ p.y += p.velocityY * dt;
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+ p.opacity += p.fadeRate * dt;
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+ setStyle(p.el, { left: `${p.x}px`, top: `${p.y}px`, opacity: `${p.opacity}` });
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+ // 활성 파티클을 앞으로 이동
138
+ if (writeIdx !== readIdx) {
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+ ps[writeIdx] = p;
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+ }
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+ writeIdx++;
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  }
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+ // 비활성 파티클 제거 (한 번에 배열 크기 조정)
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+ ps.length = writeIdx;
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  }
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  remove() {
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+ // 풀에 있는 엘리먼트도 정리
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+ for (const el of this.#elementPool) {
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+ el.remove();
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+ }
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+ this.#elementPool.length = 0;
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  domTextureLoader.release(this.#textureSrc);
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  super.remove();
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  }
@@ -1 +1 @@
1
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{ BLEND_MODES } from 'pixi.js'\nimport { DomGameObject, DomGameObjectOptions } from './dom-game-object'\nimport { domTextureLoader } from './dom-texture-loader'\nimport { setStyle } from './dom-utils'\n\ntype RandomRange = { min: number, max: number }\n\nexport type DomParticleSystemOptions = {\n texture: string\n\n count: RandomRange\n lifespan: RandomRange\n angle: RandomRange\n velocity: RandomRange\n particleScale: RandomRange\n\n startAlpha?: number\n fadeRate: number\n orientToVelocity: boolean\n\n blendMode?: BLEND_MODES // ex) 'screen', 'multiply'\n} & DomGameObjectOptions\n\ninterface Particle {\n el: HTMLDivElement\n\n age: number\n lifespan: number\n\n velocityX: number\n velocityY: number\n\n fadeRate: number\n}\n\nfunction random(min: number, max: number) {\n return Math.random() * (max - min) + min\n}\n\nexport class DomParticleSystem extends DomGameObject {\n #textureSrc: string\n #count: RandomRange\n #lifespan: RandomRange\n #angle: RandomRange\n #velocity: RandomRange\n #scale: RandomRange\n #startAlpha?: number\n #fadeRate: number\n #orientToVelocity: boolean\n #blendMode?: BLEND_MODES\n\n #texture?: HTMLImageElement\n #loadTexturePromise: Promise<void>\n #particles: Particle[] = []\n\n constructor(options: DomParticleSystemOptions) {\n super(options)\n this.el.style.pointerEvents = 'none'\n\n this.#textureSrc = options.texture\n this.#count = options.count\n this.#lifespan = options.lifespan\n this.#angle = options.angle\n this.#velocity = options.velocity\n this.#scale = options.particleScale\n this.#startAlpha = options.startAlpha\n this.#fadeRate = options.fadeRate\n this.#orientToVelocity = options.orientToVelocity\n this.#blendMode = options.blendMode\n\n this.#loadTexturePromise = this.#loadTexture()\n }\n\n async #loadTexture() {\n if (domTextureLoader.checkCached(this.#textureSrc)) {\n this.#texture = domTextureLoader.getCached(this.#textureSrc)\n } else {\n console.info(`Dom texture not preloaded. Loading now: ${this.#textureSrc}`)\n this.#texture = await domTextureLoader.load(this.#textureSrc)\n }\n }\n\n async burst({ x, y }: { x: number; y: number }) {\n if (!this.#texture) await this.#loadTexturePromise\n\n const count = random(this.#count.min, this.#count.max)\n for (let i = 0; i < count; i++) {\n const lifespan = random(this.#lifespan.min, this.#lifespan.max)\n const angle = random(this.#angle.min, this.#angle.max)\n const sin = Math.sin(angle)\n const cos = Math.cos(angle)\n const velocity = random(this.#velocity.min, this.#velocity.max)\n const scale = random(this.#scale.min, this.#scale.max)\n\n const el = document.createElement('div')\n setStyle(el, {\n position: 'absolute',\n left: `${x}px`,\n top: `${y}px`,\n width: `${this.#texture!.width}px`,\n height: `${this.#texture!.height}px`,\n transform: `translate(-50%, -50%) scale(${scale})${this.#orientToVelocity ? ` rotate(${angle}rad)` : ''}`,\n backgroundImage: `url(${this.#textureSrc})`,\n backgroundSize: 'contain',\n backgroundRepeat: 'no-repeat',\n opacity: `${this.#startAlpha ?? 1}`,\n mixBlendMode: this.#blendMode ?? 'normal',\n })\n\n this.#particles.push({\n el,\n age: 0,\n lifespan,\n velocityX: velocity * cos,\n velocityY: velocity * sin,\n fadeRate: this.#fadeRate,\n })\n\n this.el.appendChild(el)\n }\n }\n\n protected override update(dt: number) {\n super.update(dt)\n\n const ps = this.#particles\n for (let i = 0; i < ps.length; i++) {\n const p = ps[i]\n const e = p.el\n\n p.age += dt\n if (p.age > p.lifespan) {\n e.remove()\n ps.splice(i, 1)\n i--\n continue\n }\n\n const x = parseFloat(e.style.left) + p.velocityX * dt\n const y = parseFloat(e.style.top) + p.velocityY * dt\n const opacity = parseFloat(e.style.opacity) + p.fadeRate * dt\n\n setStyle(e, { left: `${x}px`, top: `${y}px`, opacity: `${opacity}` })\n }\n }\n\n override remove() {\n domTextureLoader.release(this.#textureSrc)\n super.remove()\n }\n}\n"]}
1
+ 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DomParticleSystem extends DomGameObject {\n #textureSrc: string\n #count: RandomRange\n #lifespan: RandomRange\n #angle: RandomRange\n #velocity: RandomRange\n #scale: RandomRange\n #startAlpha?: number\n #fadeRate: number\n #orientToVelocity: boolean\n #blendMode?: BLEND_MODES\n\n #texture?: HTMLImageElement\n #loadTexturePromise: Promise<void>\n #particles: Particle[] = []\n\n // [성능 최적화] DOM 엘리먼트 풀 - 재사용으로 DOM 조작 및 GC 부담 감소\n #elementPool: HTMLDivElement[] = []\n #poolSize: number\n\n constructor(options: DomParticleSystemOptions) {\n super(options)\n this.el.style.pointerEvents = 'none'\n\n this.#textureSrc = options.texture\n this.#count = options.count\n this.#lifespan = options.lifespan\n this.#angle = options.angle\n this.#velocity = options.velocity\n this.#scale = options.particleScale\n this.#startAlpha = options.startAlpha\n this.#fadeRate = options.fadeRate\n this.#orientToVelocity = options.orientToVelocity\n this.#blendMode = options.blendMode\n this.#poolSize = options.poolSize ?? 100\n\n this.#loadTexturePromise = this.#loadTexture()\n }\n\n async #loadTexture() {\n if (domTextureLoader.checkCached(this.#textureSrc)) {\n this.#texture = domTextureLoader.getCached(this.#textureSrc)\n } else {\n console.info(`Dom texture not preloaded. Loading now: ${this.#textureSrc}`)\n this.#texture = await domTextureLoader.load(this.#textureSrc)\n }\n }\n\n // [성능 최적화] 풀에서 엘리먼트 가져오거나 새로 생성\n #acquireElement(x: number, y: number, scale: number, angle: number): HTMLDivElement {\n let el = this.#elementPool.pop()\n\n if (el) {\n // 풀에서 가져온 엘리먼트 재설정\n setStyle(el, {\n left: `${x}px`,\n top: `${y}px`,\n transform: `translate(-50%, -50%) scale(${scale})${this.#orientToVelocity ? ` rotate(${angle}rad)` : ''}`,\n opacity: `${this.#startAlpha ?? 1}`,\n display: 'block',\n })\n } else {\n // 풀이 비어있으면 새로 생성\n el = document.createElement('div')\n setStyle(el, {\n position: 'absolute',\n left: `${x}px`,\n top: `${y}px`,\n width: `${this.#texture!.width}px`,\n height: `${this.#texture!.height}px`,\n transform: `translate(-50%, -50%) scale(${scale})${this.#orientToVelocity ? ` rotate(${angle}rad)` : ''}`,\n backgroundImage: `url(${this.#textureSrc})`,\n backgroundSize: 'contain',\n backgroundRepeat: 'no-repeat',\n opacity: `${this.#startAlpha ?? 1}`,\n mixBlendMode: this.#blendMode ?? 'normal',\n })\n this.el.appendChild(el)\n }\n\n return el\n }\n\n // [성능 최적화] 엘리먼트를 풀로 반환 (DOM에서 제거 대신)\n #releaseElement(el: HTMLDivElement) {\n if (this.#elementPool.length < this.#poolSize) {\n el.style.display = 'none'\n this.#elementPool.push(el)\n } else {\n el.remove()\n }\n }\n\n async burst({ x, y }: { x: number; y: number }) {\n if (!this.#texture) await this.#loadTexturePromise\n\n const count = random(this.#count.min, this.#count.max)\n for (let i = 0; i < count; i++) {\n const lifespan = random(this.#lifespan.min, this.#lifespan.max)\n const angle = random(this.#angle.min, this.#angle.max)\n const sin = Math.sin(angle)\n const cos = Math.cos(angle)\n const velocity = random(this.#velocity.min, this.#velocity.max)\n const scale = random(this.#scale.min, this.#scale.max)\n\n const el = this.#acquireElement(x, y, scale, angle)\n\n this.#particles.push({\n el,\n active: true,\n x,\n y,\n opacity: this.#startAlpha ?? 1,\n age: 0,\n lifespan,\n velocityX: velocity * cos,\n velocityY: velocity * sin,\n fadeRate: this.#fadeRate,\n })\n }\n }\n\n protected override update(dt: number) {\n super.update(dt)\n\n const ps = this.#particles\n\n // [성능 최적화] swap-and-pop 패턴으로 O(n) splice 비용 제거\n let writeIdx = 0\n for (let readIdx = 0; readIdx < ps.length; readIdx++) {\n const p = ps[readIdx]\n\n p.age += dt\n\n if (p.age > p.lifespan) {\n // [성능 최적화] DOM에서 제거 대신 풀로 반환\n this.#releaseElement(p.el)\n p.active = false\n continue\n }\n\n // [성능 최적화] parseFloat 대신 캐시된 값 사용\n p.x += p.velocityX * dt\n p.y += p.velocityY * dt\n p.opacity += p.fadeRate * dt\n\n setStyle(p.el, { left: `${p.x}px`, top: `${p.y}px`, opacity: `${p.opacity}` })\n\n // 활성 파티클을 앞으로 이동\n if (writeIdx !== readIdx) {\n ps[writeIdx] = p\n }\n writeIdx++\n }\n\n // 비활성 파티클 제거 (한 번에 배열 크기 조정)\n ps.length = writeIdx\n }\n\n override remove() {\n // 풀에 있는 엘리먼트도 정리\n for (const el of this.#elementPool) {\n el.remove()\n }\n this.#elementPool.length = 0\n\n domTextureLoader.release(this.#textureSrc)\n super.remove()\n }\n}\n"]}
@@ -2,7 +2,10 @@ import { Container as PixiContainer } from 'pixi.js';
2
2
  import { TransformableNode } from './transformable';
3
3
  export class GameObject extends TransformableNode {
4
4
  constructor(options) {
5
- super(new PixiContainer({ sortableChildren: true }), options ?? {});
5
+ // [성능 최적화] sortableChildren 필요한 경우에만 활성화
6
+ // useYSort 사용 시 또는 명시적으로 요청한 경우에만 정렬 활성화
7
+ const needsSorting = options?.sortableChildren ?? options?.useYSort ?? false;
8
+ super(new PixiContainer({ sortableChildren: needsSorting }), options ?? {});
6
9
  }
7
10
  }
8
11
  //# sourceMappingURL=game-object.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"game-object.js","sourceRoot":"","sources":["../../../src/node/core/game-object.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,SAAS,IAAI,aAAa,EAAE,MAAM,SAAS,CAAA;AACpD,OAAO,EAAE,iBAAiB,EAA4B,MAAM,iBAAiB,CAAA;AAI7E,MAAM,OAAO,UAAoC,SAAQ,iBAAmC;IAC1F,YAAY,OAA2B;QACrC,KAAK,CAAC,IAAI,aAAa,CAAC,EAAE,gBAAgB,EAAE,IAAI,EAAE,CAAC,EAAE,OAAO,IAAI,EAAE,CAAC,CAAA;IACrE,CAAC;CACF","sourcesContent":["import { EventMap } from '@webtaku/event-emitter'\nimport { Container as PixiContainer } from 'pixi.js'\nimport { TransformableNode, TransformableNodeOptions } from './transformable'\n\nexport type GameObjectOptions = {} & TransformableNodeOptions\n\nexport class GameObject<E extends EventMap = {}> extends TransformableNode<PixiContainer, E> {\n constructor(options?: GameObjectOptions) {\n super(new PixiContainer({ sortableChildren: true }), options ?? {})\n }\n}\n"]}
1
+ {"version":3,"file":"game-object.js","sourceRoot":"","sources":["../../../src/node/core/game-object.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,SAAS,IAAI,aAAa,EAAE,MAAM,SAAS,CAAA;AACpD,OAAO,EAAE,iBAAiB,EAA4B,MAAM,iBAAiB,CAAA;AAS7E,MAAM,OAAO,UAAoC,SAAQ,iBAAmC;IAC1F,YAAY,OAA2B;QACrC,0CAA0C;QAC1C,yCAAyC;QACzC,MAAM,YAAY,GAAG,OAAO,EAAE,gBAAgB,IAAI,OAAO,EAAE,QAAQ,IAAI,KAAK,CAAA;QAC5E,KAAK,CAAC,IAAI,aAAa,CAAC,EAAE,gBAAgB,EAAE,YAAY,EAAE,CAAC,EAAE,OAAO,IAAI,EAAE,CAAC,CAAA;IAC7E,CAAC;CACF","sourcesContent":["import { EventMap } from '@webtaku/event-emitter'\nimport { Container as PixiContainer } from 'pixi.js'\nimport { TransformableNode, TransformableNodeOptions } from './transformable'\n\nexport type GameObjectOptions = {\n // [성능 최적화] sortableChildren 선택적 활성화\n // 기본값: useYSort가 true이거나 drawOrder를 사용하는 경우에만 true\n // 모든 컨테이너에서 sortableChildren을 켜면 정렬 비용이 발생함\n sortableChildren?: boolean\n} & TransformableNodeOptions\n\nexport class GameObject<E extends EventMap = {}> extends TransformableNode<PixiContainer, E> {\n constructor(options?: GameObjectOptions) {\n // [성능 최적화] sortableChildren이 필요한 경우에만 활성화\n // useYSort 사용 시 또는 명시적으로 요청한 경우에만 정렬 활성화\n const needsSorting = options?.sortableChildren ?? options?.useYSort ?? false\n super(new PixiContainer({ sortableChildren: needsSorting }), options ?? {})\n }\n}\n"]}
@@ -39,17 +39,15 @@ export class RenderableNode extends GameNode {
39
39
  this._pixiContainer.destroy({ children: true });
40
40
  super.remove();
41
41
  }
42
+ // [성능 최적화] 기존 2-pass → 1-pass로 통합
43
+ // 기존: _updateWorldTransform() + _resetWorldTransformDirty() 를 별도 호출
44
+ // 개선: 한 번의 순회에서 트랜스폼 업데이트와 dirty 리셋을 동시 처리
42
45
  _updateWorldTransform() {
43
46
  for (const child of this.children) {
44
47
  if (isRenderableNode(child))
45
48
  child._updateWorldTransform();
46
49
  }
47
- }
48
- _resetWorldTransformDirty() {
49
- for (const child of this.children) {
50
- if (isRenderableNode(child))
51
- child._resetWorldTransformDirty();
52
- }
50
+ // [성능 최적화] dirty 리셋을 별도 pass 대신 여기서 바로 처리
53
51
  this.worldTransform.resetDirty();
54
52
  this.worldAlpha.resetDirty();
55
53
  }
@@ -1 +1 @@
1
- {"version":3,"file":"renderable.js","sourceRoot":"","sources":["../../../src/node/core/renderable.ts"],"names":[],"mappings":"AAGA,OAAO,EAAE,WAAW,EAAE,MAAM,gBAAgB,CAAA;AAC5C,OAAO,EAAE,QAAQ,EAAE,MAAM,aAAa,CAAA;AACtC,OAAO,EAAE,cAAc,EAAE,MAAM,aAAa,CAAA;AAE5C,MAAM,UAAU,gBAAgB,CAAC,CAAU;IACzC,OAAQ,CAA6C,CAAC,cAAc,KAAK,SAAS,CAAA;AACpF,CAAC;AAED,MAAM,OAAgB,cAA4D,SAAQ,QAAW;IACnG,SAAS,CAAW;IACpB,cAAc,CAAG;IAEjB,cAAc,GAAG,IAAI,cAAc,EAAE,CAAA;IACrC,UAAU,GAAG,IAAI,WAAW,CAAC,CAAC,CAAC,CAAA;IAE/B,YAAY,aAAgB;QAC1B,KAAK,EAAE,CAAA;QACP,IAAI,CAAC,cAAc,GAAG,aAAa,CAAA;IACrC,CAAC;IAED,IAAc,QAAQ,CAAC,QAA8B;QACnD,IAAI,CAAC,SAAS,GAAG,QAAQ,CAAA;QAEzB,KAAK,MAAM,KAAK,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAClC,IAAI,gBAAgB,CAAC,KAAK,CAAC,EAAE,CAAC;gBAC5B,KAAK,CAAC,QAAQ,GAAG,QAAQ,CAAA;YAC3B,CAAC;QACH,CAAC;IACH,CAAC;IAED,IAAc,QAAQ;QACpB,OAAO,IAAI,CAAC,SAAS,CAAA;IACvB,CAAC;IAEQ,GAAG,CAAC,GAAG,QAA8B;QAC5C,KAAK,CAAC,GAAG,CAAC,GAAG,QAAQ,CAAC,CAAA;QAEtB,KAAK,MAAM,KAAK,IAAI,QAAQ,EAAE,CAAC;YAC7B,IAAI,gBAAgB,CAAC,KAAK,CAAC,EAAE,CAAC;gBAC5B,IAAI,CAAC,cAAc,CAAC,QAAQ,CAAC,KAAK,CAAC,cAAc,CAAC,CAAA;gBAElD,SAAS;gBACT,IAAI,IAAI,CAAC,SAAS;oBAAE,KAAK,CAAC,QAAQ,GAAG,IAAI,CAAC,SAAS,CAAA;YACrD,CAAC;QACH,CAAC;IACH,CAAC;IAEQ,MAAM;QACb,IAAI,CAAC,cAAc,CAAC,OAAO,CAAC,EAAE,QAAQ,EAAE,IAAI,EAAE,CAAC,CAAA;QAC/C,KAAK,CAAC,MAAM,EAAE,CAAA;IAChB,CAAC;IAED,qBAAqB;QACnB,KAAK,MAAM,KAAK,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAClC,IAAI,gBAAgB,CAAC,KAAK,CAAC;gBAAE,KAAK,CAAC,qBAAqB,EAAE,CAAA;QAC5D,CAAC;IACH,CAAC;IAED,yBAAyB;QACvB,KAAK,MAAM,KAAK,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAClC,IAAI,gBAAgB,CAAC,KAAK,CAAC;gBAAE,KAAK,CAAC,yBAAyB,EAAE,CAAA;QAChE,CAAC;QACD,IAAI,CAAC,cAAc,CAAC,UAAU,EAAE,CAAA;QAChC,IAAI,CAAC,UAAU,CAAC,UAAU,EAAE,CAAA;IAC9B,CAAC;IAED,IAAI,IAAI,CAAC,CAAC,IAAI,IAAI,CAAC,cAAc,CAAC,IAAI,GAAG,CAAC,CAAA,CAAC,CAAC;IAC5C,IAAI,IAAI,KAAK,OAAO,IAAI,CAAC,cAAc,CAAC,IAAI,CAAA,CAAC,CAAC;IAE9C,IAAI,KAAK,IAAI,CAAC,cAAc,CAAC,OAAO,GAAG,KAAK,CAAA,CAAC,CAAC;IAC9C,IAAI,KAAK,IAAI,CAAC,cAAc,CAAC,OAAO,GAAG,IAAI,CAAA,CAAC,CAAC;CAC9C","sourcesContent":["import { EventMap } from '@webtaku/event-emitter'\nimport { Container as PixiContainer } from 'pixi.js'\nimport { Renderer } from '../../renderer/renderer'\nimport { DirtyNumber } from './dirty-number'\nimport { GameNode } from './game-node'\nimport { WorldTransform } from './transform'\n\nexport function isRenderableNode(v: unknown): v is RenderableNode<PixiContainer, EventMap> {\n return (v as RenderableNode<PixiContainer, EventMap>).worldTransform !== undefined\n}\n\nexport abstract class RenderableNode<C extends PixiContainer, E extends EventMap> extends GameNode<E> {\n #renderer?: Renderer\n _pixiContainer: C\n\n worldTransform = new WorldTransform()\n worldAlpha = new DirtyNumber(1)\n\n constructor(pixiContainer: C) {\n super()\n this._pixiContainer = pixiContainer\n }\n\n protected set renderer(renderer: Renderer | undefined) {\n this.#renderer = renderer\n\n for (const child of this.children) {\n if (isRenderableNode(child)) {\n child.renderer = renderer\n }\n }\n }\n\n protected get renderer() {\n return this.#renderer\n }\n\n override add(...children: GameNode<EventMap>[]) {\n super.add(...children)\n\n for (const child of children) {\n if (isRenderableNode(child)) {\n this._pixiContainer.addChild(child._pixiContainer)\n\n // 렌더러 설정\n if (this.#renderer) child.renderer = this.#renderer\n }\n }\n }\n\n override remove() {\n this._pixiContainer.destroy({ children: true })\n super.remove()\n }\n\n _updateWorldTransform() {\n for (const child of this.children) {\n if (isRenderableNode(child)) child._updateWorldTransform()\n }\n }\n\n _resetWorldTransformDirty() {\n for (const child of this.children) {\n if (isRenderableNode(child)) child._resetWorldTransformDirty()\n }\n this.worldTransform.resetDirty()\n this.worldAlpha.resetDirty()\n }\n\n set tint(t) { this._pixiContainer.tint = t }\n get tint() { return this._pixiContainer.tint }\n\n hide() { this._pixiContainer.visible = false }\n show() { this._pixiContainer.visible = true }\n}\n"]}
1
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@@ -5,6 +5,10 @@ export class TransformableNode extends RenderableNode {
5
5
  alpha = 1;
6
6
  #layer;
7
7
  #useYSort = false;
8
+ // [성능 최적화] useYSort용 이전 y값 캐시 - y가 변할 때만 drawOrder 업데이트
9
+ #prevY = NaN;
10
+ // [성능 최적화] 이전 alpha 캐시 - 변경 시에만 Pixi에 반영
11
+ #prevAlpha = NaN;
8
12
  constructor(pixiContainer, options) {
9
13
  super(pixiContainer);
10
14
  if (options.x !== undefined)
@@ -47,23 +51,50 @@ export class TransformableNode extends RenderableNode {
47
51
  }
48
52
  const pc = this._pixiContainer;
49
53
  const renderer = this.renderer;
54
+ const wt = this.worldTransform;
50
55
  // 레이어 상에 있는 경우, 독립적으로 업데이트
51
56
  if (this.#layer && renderer) {
52
- const wt = this.worldTransform;
53
- pc.position.set(wt.x.v, wt.y.v);
54
- pc.scale.set(wt.scaleX.v, wt.scaleY.v);
55
- pc.rotation = wt.rotation.v;
56
- pc.alpha = this.worldAlpha.v;
57
+ // [성능 최적화] dirty 체크 - 값이 변경된 경우에만 Pixi 속성 업데이트
58
+ // Pixi 내부에서도 dirty 체크를 하지만, 함수 호출 자체를 줄이는 것이 더 효율적
59
+ if (wt.x.dirty || wt.y.dirty) {
60
+ pc.position.set(wt.x.v, wt.y.v);
61
+ }
62
+ if (wt.scaleX.dirty || wt.scaleY.dirty) {
63
+ pc.scale.set(wt.scaleX.v, wt.scaleY.v);
64
+ }
65
+ if (wt.rotation.dirty) {
66
+ pc.rotation = wt.rotation.v;
67
+ }
68
+ if (this.worldAlpha.dirty) {
69
+ pc.alpha = this.worldAlpha.v;
70
+ }
57
71
  }
58
72
  else {
59
73
  const lt = this.localTransform;
60
- pc.position.set(lt.x, lt.y);
61
- if (this.#useYSort)
74
+ // [성능 최적화] 로컬 트랜스폼도 dirty 체크 적용
75
+ // DOM 쪽(dom-game-object.ts)과 동일한 패턴
76
+ if (wt.x.dirty || wt.y.dirty) {
77
+ pc.position.set(lt.x, lt.y);
78
+ }
79
+ // [성능 최적화] useYSort: y가 실제로 변경된 경우에만 drawOrder 업데이트
80
+ // 기존: 매 프레임 zIndex 설정 → 부모 컨테이너 정렬 비용 발생
81
+ // 개선: y 변경 시에만 zIndex 업데이트
82
+ if (this.#useYSort && lt.y !== this.#prevY) {
62
83
  this.drawOrder = lt.y;
63
- pc.pivot.set(lt.pivotX, lt.pivotY);
64
- pc.scale.set(lt.scaleX, lt.scaleY);
65
- pc.rotation = lt.rotation;
66
- pc.alpha = this.alpha;
84
+ this.#prevY = lt.y;
85
+ }
86
+ if (wt.scaleX.dirty || wt.scaleY.dirty) {
87
+ pc.pivot.set(lt.pivotX, lt.pivotY);
88
+ pc.scale.set(lt.scaleX, lt.scaleY);
89
+ }
90
+ if (wt.rotation.dirty) {
91
+ pc.rotation = lt.rotation;
92
+ }
93
+ // [성능 최적화] alpha 변경 시에만 업데이트
94
+ if (this.alpha !== this.#prevAlpha) {
95
+ pc.alpha = this.alpha;
96
+ this.#prevAlpha = this.alpha;
97
+ }
67
98
  }
68
99
  super._updateWorldTransform();
69
100
  }
@@ -1 +1 @@
1
- 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{ EventMap } from '@webtaku/event-emitter'\nimport { Container as PixiContainer } from 'pixi.js'\nimport { Renderer } from '../../renderer/renderer'\nimport { isRenderableNode, RenderableNode } from './renderable'\nimport { LocalTransform } from './transform'\n\nexport type TransformableNodeOptions = {\n x?: number\n y?: number\n scale?: number\n scaleX?: number\n scaleY?: number\n pivotX?: number\n pivotY?: number\n rotation?: number\n drawOrder?: number\n\n alpha?: number\n layer?: string\n useYSort?: boolean\n}\n\nexport abstract class TransformableNode<C extends PixiContainer, E extends EventMap> extends RenderableNode<C, E> {\n protected localTransform = new LocalTransform()\n\n alpha = 1\n #layer?: string\n #useYSort = false\n\n constructor(pixiContainer: C, options: TransformableNodeOptions) {\n super(pixiContainer)\n\n if (options.x !== undefined) this.x = options.x\n if (options.y !== undefined) this.y = options.y\n if (options.scale !== undefined) this.scale = options.scale\n if (options.scaleX !== undefined) this.scaleX = options.scaleX\n if (options.scaleY !== undefined) this.scaleY = options.scaleY\n if (options.pivotX !== undefined) this.pivotX = options.pivotX\n if (options.pivotY !== undefined) this.pivotY = options.pivotY\n if (options.rotation !== undefined) this.rotation = options.rotation\n if (options.alpha !== undefined) this.alpha = options.alpha\n if (options.drawOrder !== undefined) this.drawOrder = options.drawOrder\n\n this.#layer = options.layer\n this.#useYSort = options.useYSort ?? false\n }\n\n protected override set renderer(renderer: Renderer | undefined) {\n super.renderer = renderer\n\n if (this.#layer && renderer) {\n renderer._addToLayer(this, this.#layer)\n }\n }\n\n protected override get renderer() {\n return super.renderer\n }\n\n override _updateWorldTransform() {\n const parent = this.parent\n if (parent && isRenderableNode(parent)) {\n this.worldTransform.update(parent.worldTransform, this.localTransform)\n this.worldAlpha.v = parent.worldAlpha.v * this.alpha\n }\n\n const pc = this._pixiContainer\n const renderer = this.renderer\n\n // 레이어 상에 있는 경우, 독립적으로 업데이트\n if (this.#layer && renderer) {\n const wt = this.worldTransform\n pc.position.set(wt.x.v, wt.y.v)\n pc.scale.set(wt.scaleX.v, wt.scaleY.v)\n pc.rotation = wt.rotation.v\n pc.alpha = this.worldAlpha.v\n } else {\n const lt = this.localTransform\n pc.position.set(lt.x, lt.y)\n if (this.#useYSort) this.drawOrder = lt.y\n pc.pivot.set(lt.pivotX, lt.pivotY)\n pc.scale.set(lt.scaleX, lt.scaleY)\n pc.rotation = lt.rotation\n pc.alpha = this.alpha\n }\n\n super._updateWorldTransform()\n }\n\n set x(v) { this.localTransform.x = v }\n get x() { return this.localTransform.x }\n\n set y(v) { this.localTransform.y = v }\n get y() { return this.localTransform.y }\n\n set scale(v) { this.localTransform.scaleX = v; this.localTransform.scaleY = v }\n get scale() { return this.localTransform.scaleX }\n\n set scaleX(v) { this.localTransform.scaleX = v }\n get scaleX() { return this.localTransform.scaleX }\n\n set scaleY(v) { this.localTransform.scaleY = v }\n get scaleY() { return this.localTransform.scaleY }\n\n set pivotX(v) { this.localTransform.pivotX = v }\n get pivotX() { return this.localTransform.pivotX }\n\n set pivotY(v) { this.localTransform.pivotY = v }\n get pivotY() { return this.localTransform.pivotY }\n\n set rotation(v) { this.localTransform.rotation = v }\n get rotation() { return this.localTransform.rotation }\n\n set drawOrder(v) { this._pixiContainer.zIndex = v }\n get drawOrder() { return this._pixiContainer.zIndex }\n}\n"]}
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{ EventMap } from '@webtaku/event-emitter'\nimport { Container as PixiContainer } from 'pixi.js'\nimport { Renderer } from '../../renderer/renderer'\nimport { isRenderableNode, RenderableNode } from './renderable'\nimport { LocalTransform } from './transform'\n\nexport type TransformableNodeOptions = {\n x?: number\n y?: number\n scale?: number\n scaleX?: number\n scaleY?: number\n pivotX?: number\n pivotY?: number\n rotation?: number\n drawOrder?: number\n\n alpha?: number\n layer?: string\n useYSort?: boolean\n}\n\nexport abstract class TransformableNode<C extends PixiContainer, E extends EventMap> extends RenderableNode<C, E> {\n protected localTransform = new LocalTransform()\n\n alpha = 1\n #layer?: string\n #useYSort = false\n\n // [성능 최적화] useYSort용 이전 y값 캐시 - y가 변할 때만 drawOrder 업데이트\n #prevY = NaN\n\n // [성능 최적화] 이전 alpha 캐시 - 변경 시에만 Pixi에 반영\n #prevAlpha = NaN\n\n constructor(pixiContainer: C, options: TransformableNodeOptions) {\n super(pixiContainer)\n\n if (options.x !== undefined) this.x = options.x\n if (options.y !== undefined) this.y = options.y\n if (options.scale !== undefined) this.scale = options.scale\n if (options.scaleX !== undefined) this.scaleX = options.scaleX\n if (options.scaleY !== undefined) this.scaleY = options.scaleY\n if (options.pivotX !== undefined) this.pivotX = options.pivotX\n if (options.pivotY !== undefined) this.pivotY = options.pivotY\n if (options.rotation !== undefined) this.rotation = options.rotation\n if (options.alpha !== undefined) this.alpha = options.alpha\n if (options.drawOrder !== undefined) this.drawOrder = options.drawOrder\n\n this.#layer = options.layer\n this.#useYSort = options.useYSort ?? false\n }\n\n protected override set renderer(renderer: Renderer | undefined) {\n super.renderer = renderer\n\n if (this.#layer && renderer) {\n renderer._addToLayer(this, this.#layer)\n }\n }\n\n protected override get renderer() {\n return super.renderer\n }\n\n override _updateWorldTransform() {\n const parent = this.parent\n if (parent && isRenderableNode(parent)) {\n this.worldTransform.update(parent.worldTransform, this.localTransform)\n this.worldAlpha.v = parent.worldAlpha.v * this.alpha\n }\n\n const pc = this._pixiContainer\n const renderer = this.renderer\n const wt = this.worldTransform\n\n // 레이어 상에 있는 경우, 독립적으로 업데이트\n if (this.#layer && renderer) {\n // [성능 최적화] dirty 체크 - 값이 변경된 경우에만 Pixi 속성 업데이트\n // Pixi 내부에서도 dirty 체크를 하지만, 함수 호출 자체를 줄이는 것이 더 효율적\n if (wt.x.dirty || wt.y.dirty) {\n pc.position.set(wt.x.v, wt.y.v)\n }\n if (wt.scaleX.dirty || wt.scaleY.dirty) {\n pc.scale.set(wt.scaleX.v, wt.scaleY.v)\n }\n if (wt.rotation.dirty) {\n pc.rotation = wt.rotation.v\n }\n if (this.worldAlpha.dirty) {\n pc.alpha = this.worldAlpha.v\n }\n } else {\n const lt = this.localTransform\n\n // [성능 최적화] 로컬 트랜스폼도 dirty 체크 적용\n // DOM 쪽(dom-game-object.ts)과 동일한 패턴\n if (wt.x.dirty || wt.y.dirty) {\n pc.position.set(lt.x, lt.y)\n }\n\n // [성능 최적화] useYSort: y가 실제로 변경된 경우에만 drawOrder 업데이트\n // 기존: 매 프레임 zIndex 설정 → 부모 컨테이너 정렬 비용 발생\n // 개선: y 변경 시에만 zIndex 업데이트\n if (this.#useYSort && lt.y !== this.#prevY) {\n this.drawOrder = lt.y\n this.#prevY = lt.y\n }\n\n if (wt.scaleX.dirty || wt.scaleY.dirty) {\n pc.pivot.set(lt.pivotX, lt.pivotY)\n pc.scale.set(lt.scaleX, lt.scaleY)\n }\n if (wt.rotation.dirty) {\n pc.rotation = lt.rotation\n }\n\n // [성능 최적화] alpha 변경 시에만 업데이트\n if (this.alpha !== this.#prevAlpha) {\n pc.alpha = this.alpha\n this.#prevAlpha = this.alpha\n }\n }\n\n super._updateWorldTransform()\n }\n\n set x(v) { this.localTransform.x = v }\n get x() { return this.localTransform.x }\n\n set y(v) { this.localTransform.y = v }\n get y() { return this.localTransform.y }\n\n set scale(v) { this.localTransform.scaleX = v; this.localTransform.scaleY = v }\n get scale() { return this.localTransform.scaleX }\n\n set scaleX(v) { this.localTransform.scaleX = v }\n get scaleX() { return this.localTransform.scaleX }\n\n set scaleY(v) { this.localTransform.scaleY = v }\n get scaleY() { return this.localTransform.scaleY }\n\n set pivotX(v) { this.localTransform.pivotX = v }\n get pivotX() { return this.localTransform.pivotX }\n\n set pivotY(v) { this.localTransform.pivotY = v }\n get pivotY() { return this.localTransform.pivotY }\n\n set rotation(v) { this.localTransform.rotation = v }\n get rotation() { return this.localTransform.rotation }\n\n set drawOrder(v) { this._pixiContainer.zIndex = v }\n get drawOrder() { return this._pixiContainer.zIndex }\n}\n"]}
@@ -9,6 +9,8 @@ export class AnimatedSpriteNode extends GameObject {
9
9
  #sheet;
10
10
  #sprite;
11
11
  #baseFps = 60;
12
+ // [성능 최적화] 이전 worldTimeScale 캐시 - 변경 시에만 animationSpeed 업데이트
13
+ #prevWorldTimeScale = NaN;
12
14
  constructor(options) {
13
15
  super(options);
14
16
  this.#src = options.src;
@@ -43,6 +45,7 @@ export class AnimatedSpriteNode extends GameObject {
43
45
  s.loop = a.loop;
44
46
  this.#baseFps = a.fps;
45
47
  s.animationSpeed = (a.fps / 60) * this.worldTimeScale;
48
+ this.#prevWorldTimeScale = this.worldTimeScale;
46
49
  s.play();
47
50
  s.onLoop = () => this.emit('animationend', this.#animation);
48
51
  s.onComplete = () => this.emit('animationend', this.#animation);
@@ -74,8 +77,12 @@ export class AnimatedSpriteNode extends GameObject {
74
77
  get animation() { return this.#animation; }
75
78
  update(dt) {
76
79
  super.update(dt);
77
- if (this.#sprite) {
80
+ // [성능 최적화] worldTimeScale이 변경된 경우에만 animationSpeed 업데이트
81
+ // 기존: 매 프레임 animationSpeed 재설정
82
+ // 개선: 캐시된 값과 비교하여 변경 시에만 업데이트
83
+ if (this.#sprite && this.worldTimeScale !== this.#prevWorldTimeScale) {
78
84
  this.#sprite.animationSpeed = (this.#baseFps / 60) * this.worldTimeScale;
85
+ this.#prevWorldTimeScale = this.worldTimeScale;
79
86
  }
80
87
  }
81
88
  remove() {
@@ -1 +1 @@
1
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Loading now: ${this.#atlasId}`)\n this.#sheet = await spritesheetLoader.load(this.#atlasId, this.#src, this.#atlas)\n }\n\n this.#updateAnimation()\n }\n\n #updateAnimation() {\n this.#sprite?.destroy()\n this.#sprite = undefined\n\n if (!this.#sheet) return\n\n if (!this.#sheet.animations[this.#animation]) {\n console.error(`Animation not found: ${this.#animation}`)\n return\n }\n\n const a = this.#atlas.animations[this.#animation]\n const s = new PixiAnimatedSprite(this.#sheet.animations[this.#animation])\n\n s.anchor.set(0.5, 0.5)\n s.zIndex = -999999\n s.loop = a.loop\n this.#baseFps = a.fps\n s.animationSpeed = (a.fps / 60) * this.worldTimeScale\n s.play()\n s.onLoop = () => (this as any).emit('animationend', this.#animation)\n s.onComplete = () => (this as any).emit('animationend', this.#animation)\n\n this._pixiContainer.addChild(s)\n this.#sprite = s\n }\n\n set src(src) {\n if (this.#src !== src) {\n spritesheetLoader.release(this.#atlasId)\n this.#src = src\n this.#load()\n }\n }\n\n get src() { return this.#src }\n\n set atlas(atlas) {\n if (this.#atlas !== atlas) {\n spritesheetLoader.release(this.#atlasId)\n this.#atlas = atlas\n this.#load()\n }\n }\n\n get atlas() { return this.#atlas }\n\n set animation(animation) {\n if (this.#animation !== animation) {\n this.#animation = animation\n this.#updateAnimation()\n }\n }\n\n get animation() { return this.#animation }\n\n protected override update(dt: number) {\n super.update(dt)\n if (this.#sprite) {\n this.#sprite.animationSpeed = (this.#baseFps / 60) * this.worldTimeScale\n }\n }\n\n override remove() {\n spritesheetLoader.release(this.#atlasId)\n super.remove()\n }\n}\n"]}
1
+ {"version":3,"file":"animated-sprite.js","sourceRoot":"","sources":["../../../src/node/ext/animated-sprite.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,cAAc,IAAI,kBAAkB,EAAe,MAAM,SAAS,CAAA;AAC3E,OAAO,EAAE,gBAAgB,EAAE,iBAAiB,EAAE,MAAM,iCAAiC,CAAA;AAErF,OAAO,EAAE,UAAU,EAAqB,MAAM,qBAAqB,CAAA;AAQnE,MAAM,OAAO,kBAA4C,SAAQ,UAE/D;IACA,IAAI,CAAQ;IACZ,MAAM,CAAO;IACb,UAAU,CAAQ;IAElB,QAAQ,CAAS;IACjB,MAAM,CAAc;IACpB,OAAO,CAAqB;IAC5B,QAAQ,GAAG,EAAE,CAAA;IAEb,6DAA6D;IAC7D,mBAAmB,GAAG,GAAG,CAAA;IAEzB,YAAY,OAAkC;QAC5C,KAAK,CAAC,OAAO,CAAC,CAAA;QACd,IAAI,CAAC,IAAI,GAAG,OAAO,CAAC,GAAG,CAAA;QACvB,IAAI,CAAC,MAAM,GAAG,OAAO,CAAC,KAAK,CAAA;QAC3B,IAAI,CAAC,UAAU,GAAG,OAAO,CAAC,SAAS,CAAA;QACnC,IAAI,CAAC,KAAK,EAAE,CAAA;IACd,CAAC;IAED,KAAK,CAAC,KAAK;QACT,IAAI,CAAC,QAAQ,GAAG,gBAAgB,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,MAAM,CAAC,CAAA;QAExD,IAAI,iBAAiB,CAAC,WAAW,CAAC,IAAI,CAAC,QAAQ,CAAC,EAAE,CAAC;YACjD,IAAI,CAAC,MAAM,GAAG,iBAAiB,CAAC,SAAS,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAA;QAC1D,CAAC;aAAM,CAAC;YACN,OAAO,CAAC,IAAI,CAAC,2CAA2C,IAAI,CAAC,QAAQ,EAAE,CAAC,CAAA;YACxE,IAAI,CAAC,MAAM,GAAG,MAAM,iBAAiB,CAAC,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,MAAM,CAAC,CAAA;QACnF,CAAC;QAED,IAAI,CAAC,gBAAgB,EAAE,CAAA;IACzB,CAAC;IAED,gBAAgB;QACd,IAAI,CAAC,OAAO,EAAE,OAAO,EAAE,CAAA;QACvB,IAAI,CAAC,OAAO,GAAG,SAAS,CAAA;QAExB,IAAI,CAAC,IAAI,CAAC,MAAM;YAAE,OAAM;QAExB,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,UAAU,CAAC,IAAI,CAAC,UAAU,CAAC,EAAE,CAAC;YAC7C,OAAO,CAAC,KAAK,CAAC,wBAAwB,IAAI,CAAC,UAAU,EAAE,CAAC,CAAA;YACxD,OAAM;QACR,CAAC;QAED,MAAM,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,UAAU,CAAC,IAAI,CAAC,UAAU,CAAC,CAAA;QACjD,MAAM,CAAC,GAAG,IAAI,kBAAkB,CAAC,IAAI,CAAC,MAAM,CAAC,UAAU,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAA;QAEzE,CAAC,CAAC,MAAM,CAAC,GAAG,CAAC,GAAG,EAAE,GAAG,CAAC,CAAA;QACtB,CAAC,CAAC,MAAM,GAAG,CAAC,MAAM,CAAA;QAClB,CAAC,CAAC,IAAI,GAAG,CAAC,CAAC,IAAI,CAAA;QACf,IAAI,CAAC,QAAQ,GAAG,CAAC,CAAC,GAAG,CAAA;QACrB,CAAC,CAAC,cAAc,GAAG,CAAC,CAAC,CAAC,GAAG,GAAG,EAAE,CAAC,GAAG,IAAI,CAAC,cAAc,CAAA;QACrD,IAAI,CAAC,mBAAmB,GAAG,IAAI,CAAC,cAAc,CAAA;QAC9C,CAAC,CAAC,IAAI,EAAE,CAAA;QACR,CAAC,CAAC,MAAM,GAAG,GAAG,EAAE,CAAE,IAAY,CAAC,IAAI,CAAC,cAAc,EAAE,IAAI,CAAC,UAAU,CAAC,CAAA;QACpE,CAAC,CAAC,UAAU,GAAG,GAAG,EAAE,CAAE,IAAY,CAAC,IAAI,CAAC,cAAc,EAAE,IAAI,CAAC,UAAU,CAAC,CAAA;QAExE,IAAI,CAAC,cAAc,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAA;QAC/B,IAAI,CAAC,OAAO,GAAG,CAAC,CAAA;IAClB,CAAC;IAED,IAAI,GAAG,CAAC,GAAG;QACT,IAAI,IAAI,CAAC,IAAI,KAAK,GAAG,EAAE,CAAC;YACtB,iBAAiB,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAA;YACxC,IAAI,CAAC,IAAI,GAAG,GAAG,CAAA;YACf,IAAI,CAAC,KAAK,EAAE,CAAA;QACd,CAAC;IACH,CAAC;IAED,IAAI,GAAG,KAAK,OAAO,IAAI,CAAC,IAAI,CAAA,CAAC,CAAC;IAE9B,IAAI,KAAK,CAAC,KAAK;QACb,IAAI,IAAI,CAAC,MAAM,KAAK,KAAK,EAAE,CAAC;YAC1B,iBAAiB,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAA;YACxC,IAAI,CAAC,MAAM,GAAG,KAAK,CAAA;YACnB,IAAI,CAAC,KAAK,EAAE,CAAA;QACd,CAAC;IACH,CAAC;IAED,IAAI,KAAK,KAAK,OAAO,IAAI,CAAC,MAAM,CAAA,CAAC,CAAC;IAElC,IAAI,SAAS,CAAC,SAAS;QACrB,IAAI,IAAI,CAAC,UAAU,KAAK,SAAS,EAAE,CAAC;YAClC,IAAI,CAAC,UAAU,GAAG,SAAS,CAAA;YAC3B,IAAI,CAAC,gBAAgB,EAAE,CAAA;QACzB,CAAC;IACH,CAAC;IAED,IAAI,SAAS,KAAK,OAAO,IAAI,CAAC,UAAU,CAAA,CAAC,CAAC;IAEvB,MAAM,CAAC,EAAU;QAClC,KAAK,CAAC,MAAM,CAAC,EAAE,CAAC,CAAA;QAEhB,wDAAwD;QACxD,+BAA+B;QAC/B,8BAA8B;QAC9B,IAAI,IAAI,CAAC,OAAO,IAAI,IAAI,CAAC,cAAc,KAAK,IAAI,CAAC,mBAAmB,EAAE,CAAC;YACrE,IAAI,CAAC,OAAO,CAAC,cAAc,GAAG,CAAC,IAAI,CAAC,QAAQ,GAAG,EAAE,CAAC,GAAG,IAAI,CAAC,cAAc,CAAA;YACxE,IAAI,CAAC,mBAAmB,GAAG,IAAI,CAAC,cAAc,CAAA;QAChD,CAAC;IACH,CAAC;IAEQ,MAAM;QACb,iBAAiB,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAA;QACxC,KAAK,CAAC,MAAM,EAAE,CAAA;IAChB,CAAC;CACF","sourcesContent":["import { EventMap } from '@webtaku/event-emitter'\nimport { AnimatedSprite as PixiAnimatedSprite, Spritesheet } from 'pixi.js'\nimport { getCachedAtlasId, spritesheetLoader } from '../../asset/loaders/spritesheet'\nimport { Atlas } from '../../types/atlas'\nimport { GameObject, GameObjectOptions } from '../core/game-object'\n\nexport type AnimatedSpriteNodeOptions = {\n src: string\n atlas: Atlas\n animation: string\n} & GameObjectOptions\n\nexport class AnimatedSpriteNode<E extends EventMap = {}> extends GameObject<E & {\n animationend: (animation: string) => void\n}> {\n #src: string\n #atlas: Atlas\n #animation: string\n\n #atlasId!: string\n #sheet?: Spritesheet\n #sprite?: PixiAnimatedSprite\n #baseFps = 60\n\n // [성능 최적화] 이전 worldTimeScale 캐시 - 변경 시에만 animationSpeed 업데이트\n #prevWorldTimeScale = NaN\n\n constructor(options: AnimatedSpriteNodeOptions) {\n super(options)\n this.#src = options.src\n this.#atlas = options.atlas\n this.#animation = options.animation\n this.#load()\n }\n\n async #load() {\n this.#atlasId = getCachedAtlasId(this.#src, this.#atlas)\n\n if (spritesheetLoader.checkCached(this.#atlasId)) {\n this.#sheet = spritesheetLoader.getCached(this.#atlasId)\n } else {\n console.info(`Spritesheet not preloaded. Loading now: ${this.#atlasId}`)\n this.#sheet = await spritesheetLoader.load(this.#atlasId, this.#src, this.#atlas)\n }\n\n this.#updateAnimation()\n }\n\n #updateAnimation() {\n this.#sprite?.destroy()\n this.#sprite = undefined\n\n if (!this.#sheet) return\n\n if (!this.#sheet.animations[this.#animation]) {\n console.error(`Animation not found: ${this.#animation}`)\n return\n }\n\n const a = this.#atlas.animations[this.#animation]\n const s = new PixiAnimatedSprite(this.#sheet.animations[this.#animation])\n\n s.anchor.set(0.5, 0.5)\n s.zIndex = -999999\n s.loop = a.loop\n this.#baseFps = a.fps\n s.animationSpeed = (a.fps / 60) * this.worldTimeScale\n this.#prevWorldTimeScale = this.worldTimeScale\n s.play()\n s.onLoop = () => (this as any).emit('animationend', this.#animation)\n s.onComplete = () => (this as any).emit('animationend', this.#animation)\n\n this._pixiContainer.addChild(s)\n this.#sprite = s\n }\n\n set src(src) {\n if (this.#src !== src) {\n spritesheetLoader.release(this.#atlasId)\n this.#src = src\n this.#load()\n }\n }\n\n get src() { return this.#src }\n\n set atlas(atlas) {\n if (this.#atlas !== atlas) {\n spritesheetLoader.release(this.#atlasId)\n this.#atlas = atlas\n this.#load()\n }\n }\n\n get atlas() { return this.#atlas }\n\n set animation(animation) {\n if (this.#animation !== animation) {\n this.#animation = animation\n this.#updateAnimation()\n }\n }\n\n get animation() { return this.#animation }\n\n protected override update(dt: number) {\n super.update(dt)\n\n // [성능 최적화] worldTimeScale이 변경된 경우에만 animationSpeed 업데이트\n // 기존: 매 프레임 animationSpeed 재설정\n // 개선: 캐시된 값과 비교하여 변경 시에만 업데이트\n if (this.#sprite && this.worldTimeScale !== this.#prevWorldTimeScale) {\n this.#sprite.animationSpeed = (this.#baseFps / 60) * this.worldTimeScale\n this.#prevWorldTimeScale = this.worldTimeScale\n }\n }\n\n override remove() {\n spritesheetLoader.release(this.#atlasId)\n super.remove()\n }\n}\n"]}
@@ -7,6 +7,11 @@ export class BitmapTextNode extends GameObject {
7
7
  #text;
8
8
  #font;
9
9
  #sprites = [];
10
+ // [성능 최적화] 글리프 텍스처 캐시 - charCode → PixiTexture 매핑
11
+ // 동일 폰트에서 같은 문자에 대해 텍스처를 재생성하지 않음
12
+ #glyphTextureCache = new Map();
13
+ // [성능 최적화] 스프라이트 풀 - 재사용으로 GC 부담 감소
14
+ #spritePool = [];
10
15
  constructor(options) {
11
16
  super(options);
12
17
  this.#fnt = options.fnt;
@@ -14,9 +19,43 @@ export class BitmapTextNode extends GameObject {
14
19
  this.#text = options.text;
15
20
  this.#load();
16
21
  }
22
+ // [성능 최적화] 글리프 텍스처 가져오기 (캐시 활용)
23
+ #getGlyphTexture(charCode) {
24
+ if (!this.#font)
25
+ return undefined;
26
+ let texture = this.#glyphTextureCache.get(charCode);
27
+ if (texture)
28
+ return texture;
29
+ const c = this.#font.chars[charCode];
30
+ if (!c)
31
+ return undefined;
32
+ const frame = new PixiRectangle(c.x, c.y, c.width, c.height);
33
+ texture = new PixiTexture({ source: this.#font.texture.source, frame });
34
+ this.#glyphTextureCache.set(charCode, texture);
35
+ return texture;
36
+ }
37
+ // [성능 최적화] 풀에서 스프라이트 가져오거나 새로 생성
38
+ #acquireSprite(texture) {
39
+ let sprite = this.#spritePool.pop();
40
+ if (sprite) {
41
+ sprite.texture = texture;
42
+ sprite.visible = true;
43
+ }
44
+ else {
45
+ sprite = new PixiSprite({ texture, zIndex: -999999 });
46
+ }
47
+ return sprite;
48
+ }
49
+ // [성능 최적화] 스프라이트를 풀로 반환
50
+ #releaseSprite(sprite) {
51
+ sprite.visible = false;
52
+ this._pixiContainer.removeChild(sprite);
53
+ this.#spritePool.push(sprite);
54
+ }
17
55
  #updateText() {
56
+ // [성능 최적화] 기존 스프라이트를 풀로 반환 (destroy 대신)
18
57
  for (const sprite of this.#sprites) {
19
- sprite.destroy();
58
+ this.#releaseSprite(sprite);
20
59
  }
21
60
  this.#sprites = [];
22
61
  if (!this.#font || !this.#text)
@@ -34,9 +73,12 @@ export class BitmapTextNode extends GameObject {
34
73
  const c = this.#font.chars[charCode];
35
74
  if (!c)
36
75
  continue;
37
- const frame = new PixiRectangle(c.x, c.y, c.width, c.height);
38
- const texture = new PixiTexture({ source: this.#font.texture.source, frame });
39
- const sprite = new PixiSprite({ texture, zIndex: -999999 });
76
+ // [성능 최적화] 캐시된 텍스처 사용
77
+ const texture = this.#getGlyphTexture(charCode);
78
+ if (!texture)
79
+ continue;
80
+ // [성능 최적화] 풀에서 스프라이트 재사용
81
+ const sprite = this.#acquireSprite(texture);
40
82
  const x0 = xPos + c.xoffset;
41
83
  const y0 = yPos + c.yoffset;
42
84
  sprite.x = x0;
@@ -78,6 +120,8 @@ export class BitmapTextNode extends GameObject {
78
120
  console.info(`Bitmap font not preloaded. Loading now: ${this.#fnt}`);
79
121
  this.#font = await bitmapFontLoader.load(this.#fnt, this.#src);
80
122
  }
123
+ // 폰트가 바뀌면 글리프 캐시 초기화
124
+ this.#glyphTextureCache.clear();
81
125
  this.#updateText();
82
126
  }
83
127
  changeFont(fnt, src) {
@@ -89,6 +133,9 @@ export class BitmapTextNode extends GameObject {
89
133
  }
90
134
  }
91
135
  set text(text) {
136
+ // [성능 최적화] 동일 텍스트면 스킵
137
+ if (this.#text === text)
138
+ return;
92
139
  this.#text = text;
93
140
  this.#updateText();
94
141
  }
@@ -96,6 +143,16 @@ export class BitmapTextNode extends GameObject {
96
143
  return this.#text;
97
144
  }
98
145
  remove() {
146
+ // 풀에 있는 스프라이트도 정리
147
+ for (const sprite of this.#spritePool) {
148
+ sprite.destroy();
149
+ }
150
+ this.#spritePool.length = 0;
151
+ // 글리프 텍스처 캐시 정리
152
+ for (const texture of this.#glyphTextureCache.values()) {
153
+ texture.destroy();
154
+ }
155
+ this.#glyphTextureCache.clear();
99
156
  bitmapFontLoader.release(this.#fnt);
100
157
  super.remove();
101
158
  }
@@ -1 +1 @@
1
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i < this.#text.length; i++) {\n const charCode = this.#text.charCodeAt(i)\n\n if (charCode === 10) {\n xPos = 0\n yPos += this.#font.lineHeight\n continue\n }\n\n const c = this.#font.chars[charCode]\n if (!c) continue\n\n const frame = new PixiRectangle(c.x, c.y, c.width, c.height)\n const texture = new PixiTexture({ source: this.#font.texture.source, frame })\n const sprite = new PixiSprite({ texture, zIndex: -999999 })\n\n const x0 = xPos + c.xoffset\n const y0 = yPos + c.yoffset\n\n sprite.x = x0\n sprite.y = y0\n\n this.#sprites.push(sprite)\n\n const x1 = x0 + c.width\n const y1 = y0 + c.height\n\n if (x0 < minX) minX = x0\n if (y0 < minY) minY = y0\n if (x1 > maxX) maxX = x1\n if (y1 > maxY) maxY = y1\n\n xPos += c.xadvance\n }\n\n if (minX === Infinity) {\n minX = 0\n minY = 0\n }\n\n if (maxX === -Infinity) {\n maxX = 0\n maxY = 0\n }\n\n const cx = (minX + maxX) / 2\n const cy = (minY + maxY) / 2\n\n for (const s of this.#sprites) {\n s.x -= cx\n s.y -= cy\n this._pixiContainer.addChild(s)\n }\n }\n\n async #load() {\n if (bitmapFontLoader.checkCached(this.#fnt)) {\n this.#font = bitmapFontLoader.getCached(this.#fnt)\n } else {\n console.info(`Bitmap font not preloaded. Loading now: ${this.#fnt}`)\n this.#font = await bitmapFontLoader.load(this.#fnt, this.#src)\n }\n\n this.#updateText()\n }\n\n changeFont(fnt: string, src: string) {\n if (this.#fnt !== fnt || this.#src !== src) {\n bitmapFontLoader.release(this.#fnt)\n this.#fnt = fnt\n this.#src = src\n this.#load()\n }\n }\n\n set text(text: string | undefined) {\n this.#text = text\n this.#updateText()\n }\n\n get text() {\n return this.#text\n }\n\n override remove() {\n bitmapFontLoader.release(this.#fnt)\n super.remove()\n }\n}\n"]}
1
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{ EventMap } from '@webtaku/event-emitter'\nimport { Rectangle as PixiRectangle, Sprite as PixiSprite, Texture as PixiTexture } from 'pixi.js'\nimport { bitmapFontLoader } from '../../asset/loaders/bitmap-font'\nimport { BitmapFont } from '../../types/bitmap-font'\nimport { GameObject, GameObjectOptions } from '../core/game-object'\n\nexport type BitmapTextNodeOptions = {\n fnt: string\n src: string\n text?: string\n} & GameObjectOptions\n\nexport class BitmapTextNode<E extends EventMap = {}> extends GameObject<E> {\n #fnt: string\n #src: string\n #text?: string\n\n #font?: BitmapFont\n #sprites: PixiSprite[] = []\n\n // [성능 최적화] 글리프 텍스처 캐시 - charCode → PixiTexture 매핑\n // 동일 폰트에서 같은 문자에 대해 텍스처를 재생성하지 않음\n #glyphTextureCache = new Map<number, PixiTexture>()\n\n // [성능 최적화] 스프라이트 풀 - 재사용으로 GC 부담 감소\n #spritePool: PixiSprite[] = []\n\n constructor(options: BitmapTextNodeOptions) {\n super(options)\n this.#fnt = options.fnt\n this.#src = options.src\n this.#text = options.text\n this.#load()\n }\n\n // [성능 최적화] 글리프 텍스처 가져오기 (캐시 활용)\n #getGlyphTexture(charCode: number): PixiTexture | undefined {\n if (!this.#font) return undefined\n\n let texture = this.#glyphTextureCache.get(charCode)\n if (texture) return texture\n\n const c = this.#font.chars[charCode]\n if (!c) return undefined\n\n const frame = new PixiRectangle(c.x, c.y, c.width, c.height)\n texture = new PixiTexture({ source: this.#font.texture.source, frame })\n this.#glyphTextureCache.set(charCode, texture)\n\n return texture\n }\n\n // [성능 최적화] 풀에서 스프라이트 가져오거나 새로 생성\n #acquireSprite(texture: PixiTexture): PixiSprite {\n let sprite = this.#spritePool.pop()\n\n if (sprite) {\n sprite.texture = texture\n sprite.visible = true\n } else {\n sprite = new PixiSprite({ texture, zIndex: -999999 })\n }\n\n return sprite\n }\n\n // [성능 최적화] 스프라이트를 풀로 반환\n #releaseSprite(sprite: PixiSprite) {\n sprite.visible = false\n this._pixiContainer.removeChild(sprite)\n this.#spritePool.push(sprite)\n }\n\n #updateText() {\n // [성능 최적화] 기존 스프라이트를 풀로 반환 (destroy 대신)\n for (const sprite of this.#sprites) {\n this.#releaseSprite(sprite)\n }\n this.#sprites = []\n\n if (!this.#font || !this.#text) return\n\n let xPos = 0, yPos = 0\n let minX = Infinity, minY = Infinity\n let maxX = -Infinity, maxY = -Infinity\n\n for (let i = 0; i < this.#text.length; i++) {\n const charCode = this.#text.charCodeAt(i)\n\n if (charCode === 10) {\n xPos = 0\n yPos += this.#font.lineHeight\n continue\n }\n\n const c = this.#font.chars[charCode]\n if (!c) continue\n\n // [성능 최적화] 캐시된 텍스처 사용\n const texture = this.#getGlyphTexture(charCode)\n if (!texture) continue\n\n // [성능 최적화] 풀에서 스프라이트 재사용\n const sprite = this.#acquireSprite(texture)\n\n const x0 = xPos + c.xoffset\n const y0 = yPos + c.yoffset\n\n sprite.x = x0\n sprite.y = y0\n\n this.#sprites.push(sprite)\n\n const x1 = x0 + c.width\n const y1 = y0 + c.height\n\n if (x0 < minX) minX = x0\n if (y0 < minY) minY = y0\n if (x1 > maxX) maxX = x1\n if (y1 > maxY) maxY = y1\n\n xPos += c.xadvance\n }\n\n if (minX === Infinity) {\n minX = 0\n minY = 0\n }\n\n if (maxX === -Infinity) {\n maxX = 0\n maxY = 0\n }\n\n const cx = (minX + maxX) / 2\n const cy = (minY + maxY) / 2\n\n for (const s of this.#sprites) {\n s.x -= cx\n s.y -= cy\n this._pixiContainer.addChild(s)\n }\n }\n\n async #load() {\n if (bitmapFontLoader.checkCached(this.#fnt)) {\n this.#font = bitmapFontLoader.getCached(this.#fnt)\n } else {\n console.info(`Bitmap font not preloaded. Loading now: ${this.#fnt}`)\n this.#font = await bitmapFontLoader.load(this.#fnt, this.#src)\n }\n\n // 폰트가 바뀌면 글리프 캐시 초기화\n this.#glyphTextureCache.clear()\n\n this.#updateText()\n }\n\n changeFont(fnt: string, src: string) {\n if (this.#fnt !== fnt || this.#src !== src) {\n bitmapFontLoader.release(this.#fnt)\n this.#fnt = fnt\n this.#src = src\n this.#load()\n }\n }\n\n set text(text: string | undefined) {\n // [성능 최적화] 동일 텍스트면 스킵\n if (this.#text === text) return\n this.#text = text\n this.#updateText()\n }\n\n get text() {\n return this.#text\n }\n\n override remove() {\n // 풀에 있는 스프라이트도 정리\n for (const sprite of this.#spritePool) {\n sprite.destroy()\n }\n this.#spritePool.length = 0\n\n // 글리프 텍스처 캐시 정리\n for (const texture of this.#glyphTextureCache.values()) {\n texture.destroy()\n }\n this.#glyphTextureCache.clear()\n\n bitmapFontLoader.release(this.#fnt)\n super.remove()\n }\n}\n"]}
@@ -5,7 +5,8 @@ export class CircleNode extends TransformableNode {
5
5
  #fill;
6
6
  #stroke;
7
7
  constructor(options) {
8
- super(new Graphics({ sortableChildren: true }), options);
8
+ // [성능 최적화] Graphics 자식 노드를 가지지 않으므로 sortableChildren 불필요
9
+ super(new Graphics(), options);
9
10
  this.#radius = options.radius;
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11
  this.#fill = options.fill;
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12
  this.#stroke = options.stroke;