I am making a Javascript 2d platformer and when adding scrolling based on player position it started to have random lag spikes I don’t know why but I would like to stop it. Any help would be appreciated. Attached is the code:
const canvas = document.getElementById('game');
const ctx = canvas.getContext('2d');
const Player = new Image();
const gameTiles = new Image();
//this is the source to the tile map's original image
gameTiles.src = 'gameTiles.png';
//this is the source to the character's animation map
Player.src = 'Character.png';
let keys = {
right: false,
left: false,
up: false,
down: false,
c: false,
e: false,
w: false,
a: false,
s: false,
d: false
};
let gravity = 1.2;
let drag = 1.5;
let levelMax = 50;
//this is the tile map it specifies what to draw and where
let mapx = [
6, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 8, 6, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 8, 3, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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]
let mapy = [
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5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5
]
let camera = {
x: 0,
y: 0,
px: 0,
py: 0
};
//controls camera movement
function cameraControl() {
if (camera.x > ((levelMax * 32) - 1280)) {
camera.x = ((levelMax * 32)) - 1280;
}
if (camera.x < 0) {
camera.x = 0
}
if (camera.y < 0) {
camera.y = 0;
}
if (camera.y > ((levelMax * 32) - 640)) {
camera.y = ((levelMax * 32) - 640)
}
}
let lastBox = 0;
let box = [];
function level() {
for (j = 0; j < levelMax; j++) {
for (i = 0; i < levelMax; i++) {
ctx.fillStyle = "lime";
box.push({
X: (32 * i),
Y: 608 - (j * 32),
Width: 32,
Height: 32
});
arrayIndex = (j * levelMax) + i;
bobX = box[arrayIndex].X;
bobY = box[arrayIndex].Y;
tilex = 32 * mapx[arrayIndex];
tiley = 32 * mapy[arrayIndex];
if ((bobX - camera.x) >= -32 && (bobX - camera.x) <= 1280 && (bobY + camera.y) >= -32 && (bobY + camera.y) <= 640) {
ctx.drawImage(gameTiles, tilex, tiley, 32, 32, (bobX - camera.x), (bobY + camera.y), 32, 32);
}
}
}
//this is what I came up with when trying to make sure player doesn't move offscreen while
//also making sure the level still scrolls. I think its the source of the lag, any ideas on
//how to optimize?
if (camera.x >= ((levelMax * 32) - 1280)) {
camera.px = 0;
if (camera.x <= 0) {
camera.px = 0;
} else {
if (player.x < 224) {
camera.x -= 5;
camera.px = 5;
} else {
camera.px = 0;
}
}
} else {
if (player.x >= 1024) {
camera.x += 5;
camera.px = -5;
} else {
if (camera.x <= 0) {
camera.px = 0;
} else {
if (player.x < 224) {
camera.x -= 5;
camera.px = 5;
} else {
camera.px = 0;
}
}
}
}
player.x += camera.px;
player.y += camera.py;
if (player.x < 0) {
player.x = 0;
}
if (player.x > 1248) {
player.x = 1248;
}
}
//recognizes key movements
function keydown(e) {
//w
if (e.keyCode == 87) {
keys.w = true;
}
//a
if (e.keyCode == 65) {
keys.a = true;
}
//s
if (e.keyCode == 83) {
keys.s = true;
}
//d
if (e.keyCode == 68) {
keys.d = true;
}
// 37 is the code for thr left arrow key
if (e.keyCode == 37) {
keys.left = true;
}
// 39 is the code for the right arrow key
if (e.keyCode == 39) {
keys.right = true;
}
//up key
if (e.keyCode == 38) {
keys.up = true;
}
//down key
if (e.keyCode == 40) {
keys.down = true;
}
if (e.keyCode == 67) {
keys.c = true;
}
if (e.keyCode == 69) {
keys.e = true;
}
}
function keyup(e) {
//w
if (e.keyCode == 87) {
keys.w = false;
}
//a
if (e.keyCode == 65) {
keys.a = false;
}
//s
if (e.keyCode == 83) {
keys.s = false;
}
//d
if (e.keyCode == 68) {
keys.d = false;
}
if (e.keyCode == 37) {
keys.left = false;
}
if (e.keyCode == 39) {
keys.right = false;
}
if (e.keyCode == 38) {
keys.up = false;
}
if (e.keyCode == 40) {
keys.down = false;
}
if (e.keyCode == 67) {
keys.c = false;
}
if (e.keyCode == 69) {
keys.e = false;
}
}
//defines player
let player = {
height: 224,
width: 139,
x: 0,
y: 0,
stateX: 0,
stateY: 0,
jumping: false,
velocityX: 0,
velocityY: 0,
row: 0,
collumn: 0,
Idx: 0
};
let gameFrame = 0;
const staggerFrame = 5;
//controls player animations
function animatePlayer() {
if (keys.d) {
if (gameFrame % staggerFrame == 0) {
player.stateY = 0;
if (player.stateX > 4) {
player.stateX = 4;
}
player.stateX--;
if (player.stateX < 2) {
player.stateX = 4;
}
}
if (keys.w) {
if (gameFrame % staggerFrame == 0) {
player.stateX = 7;
}
}
if (keys.a) {
if (gameFrame % 5 == 0) {
player.stateX = 0;
}
}
} else {
if (keys.a) {
if (gameFrame % staggerFrame == 0) {
player.stateY = 0;
if (player.stateX > 13) {
player.stateX = 13;
}
player.stateX--;
if (player.stateX < 11) {
player.stateX = 13;
}
}
if (keys.w) {
if (gameFrame % staggerFrame == 0) {
player.stateX = 8;
}
}
if (keys.d) {
if (gameFrame % staggerFrame == 0) {
player.stateX = 0;
}
}
} else {
if (keys.w) {
if (gameFrame % staggerFrame == 0) {
player.stateY = 1;
player.stateX = 2;
}
} else {
if (gameFrame % 5 == 0) {
player.stateX = player.stateX + 0.03125;
if (player.stateX > 1.3125) {
player.stateX = 0;
}
player.stateY = 0;
}
}
}
}
if (player.jumping) {
if (keys.d) {
player.stateY = 0;
player.stateX = 7;
} else {
if (keys.a) {
player.stateY = 0;
player.stateX = 8;
} else {
player.stateY = 1;
player.stateX = 2;
}
}
}
}
//controls player's movements
function playerControls() {
if (keys.a) {
player.x += -5;
}
if (keys.d) {
player.x += 5;
}
if (keys.w) {
if (player.jumping == false) {
player.velocityY = -20;
player.jumping = true;
}
}
//jump
if (player.jumping == true) {
player.y += player.velocityY;
player.velocityY += gravity;
}
}
//checks player's array index compared to blocks to check for collision (currently only supports
//top collision
function playerCollision() {
player.row = Math.floor((player.x + (player.width / 2)) / 32);
player.collumn = Math.floor((640 - (player.y + 48)) / 32);
player.Idx = player.row + (player.collumn * levelMax);
if (mapy[player.Idx] < 5) {
player.y -= 10;
player.jumping = false;
}
}
function loop() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
level();
if (mapx[arrayIndex] == undefined) {
mapx[arrayIndex] = 0;
}
if (mapy[arrayIndex] == null) {
mapy[arrayIndex] = 0;
}
animatePlayer();
playerControls();
cameraControl();
playerCollision();
ctx.drawImage(Player, (Math.floor(player.stateX) * player.width), (player.stateY * player.height), player.width, player.height, player.x, player.y, (player.width / 4), (player.height / 4));
gameFrame++;
requestAnimationFrame(loop);
}
requestAnimationFrame(loop);
document.addEventListener("keydown", keydown);
document.addEventListener("keyup", keyup);
I’ve tried to remove the player’s camera control but it didn’t fix it, (though it did reduce the lag). is it just to many if statements? If so how can I optimize it?