kgames

KGames — free keyboard games for kids
git clone https://www.keyboard.games/code/kgames.git
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commit 2da226aa27cee1a14e3e3f978712e1f53b42c19f
parent 17733c85aa2ea0577cff75b40c6e46ee3e4cccb5
Author: Kyle Barlow <kb@kylebarlow.com>
Date:   Wed, 22 Apr 2026 15:18:14 -0700

Fix fire-truck stuttery framerate via chunked texture baking and renderer tuning.

Root cause: ~5500 city cells × ~5 Graphics draw commands each = ~25k commands
re-executed every frame. Replaced Graphics objects with 16×16-cell baked texture
chunks generated once at startup; Phaser's camera culling then renders only the
~6 visible chunks per frame instead of all 25k commands.

Also disable preserveDrawingBuffer in production (only needed for Playwright
readPixels tests, but disables compositor fast paths on many drivers), and
disable antialias (baked images don't need MSAA). Added on-screen FPS counter
so real-browser improvement is visible.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

Diffstat:
Mgames/fire-truck/game.js | 132++++++++++++++++++++++++++++++++++++++++++++++++++++++++++---------------------
Mtests/browser/runner.js | 13++++---------
2 files changed, 102 insertions(+), 43 deletions(-)

diff --git a/games/fire-truck/game.js b/games/fire-truck/game.js @@ -48,8 +48,6 @@ class FireTruckScene extends Phaser.Scene { this.route = FT.buildRoute(64, rng); this.city = FT.buildCity(this.route, rng); - this.roadGraphics = this.add.graphics(); - this.buildingGraphics = this.add.graphics(); this.overlay = this.add.rectangle(0, 0, this.scale.width, this.scale.height, 0xe63946, 0) .setOrigin(0, 0) .setScrollFactor(0) @@ -79,14 +77,22 @@ class FireTruckScene extends Phaser.Scene { }).setOrigin(0.5).setScrollFactor(0).setDepth(50); this.statusText.setAlpha(0.88); + this.fpsText = this.add.text(8, 8, '', { + fontFamily: 'monospace', + fontSize: '14px', + color: '#2e372d', + backgroundColor: 'rgba(255,255,255,0.7)', + padding: { x: 6, y: 3 }, + }).setScrollFactor(0).setDepth(50); + this.uiCamera = this.cameras.add(0, 0, this.scale.width, this.scale.height); this.cameras.main.setZoom(1 / SCALE); this.renderCity(); this.createTruck(); - this.uiCamera.ignore([this.roadGraphics, this.buildingGraphics, this.truck]); - this.cameras.main.ignore([this.overlay, this.successOverlay, this.promptText, this.statusText]); + this.uiCamera.ignore([...this.cityChunks, this.truck]); + this.cameras.main.ignore([this.overlay, this.successOverlay, this.promptText, this.statusText, this.fpsText]); this.currentStep = this.route[0]; const start = this.worldPoint(-1, 0); @@ -100,7 +106,7 @@ class FireTruckScene extends Phaser.Scene { this.scale.on('resize', this.onResize, this); this.onResize(this.scale.gameSize); - this.cameras.main.startFollow(this.truck, true, 0.08, 0.08); + this.cameras.main.startFollow(this.truck, false, 1, 1); this.lastStepTime = performance.now(); this.fallbackTimer = setInterval(() => { @@ -124,11 +130,9 @@ class FireTruckScene extends Phaser.Scene { } renderCity() { - const road = this.roadGraphics; - const buildings = this.buildingGraphics; - road.clear(); - buildings.clear(); - + // Bake the static road+buildings into tiled textures so per-frame cost + // drops from thousands of Graphics draw commands to a handful of textured + // quads — and Phaser's camera culling skips offscreen chunks for free. const roadCells = new Set(this.city.cells.map(cell => cell.x + ',' + cell.y)); const xs = this.city.cells.map(cell => cell.x); const ys = this.city.cells.map(cell => cell.y); @@ -138,32 +142,81 @@ class FireTruckScene extends Phaser.Scene { const maxY = Math.max(...ys) + 4; const palette = [0xf8d4a5, 0xb8dfe1, 0xf7b4b4, 0xffefb0, 0xcad6f9, 0xdcc7eb]; - for (let y = minY; y <= maxY; y++) { - for (let x = minX; x <= maxX; x++) { - if (roadCells.has(x + ',' + y)) continue; - const px = x * CELL_SIZE - CELL_SIZE * 0.38; - const py = y * CELL_SIZE - CELL_SIZE * 0.38; - const color = palette[Math.abs((x * 13 + y * 17) % palette.length)]; - buildings.fillStyle(color, 1); - buildings.fillRoundedRect(px, py, CELL_SIZE * 0.76, CELL_SIZE * 0.76, 10 * SCALE); - buildings.fillStyle(0xffffff, 0.16); - buildings.fillRect(px + 8 * SCALE, py + 8 * SCALE, CELL_SIZE * 0.3, 10 * SCALE); - } - } + // Bake at 1/SCALE resolution (pixel-perfect at default zoom since + // zoom*SCALE == 1), chunked to stay well under MAX_TEXTURE_SIZE. + const BAKE_CELL = CELL_SIZE / SCALE; + const BAKE_ROAD = ROAD_WIDTH / SCALE; + const CHUNK_CELLS = 16; + const CHUNK_PX = CHUNK_CELLS * BAKE_CELL; + // Bucket road cells by chunk so we only iterate relevant ones per chunk. + const roadByChunk = new Map(); this.city.cells.forEach(cell => { - const center = this.worldPoint(cell.x, cell.y); - road.fillStyle(0x4a4e57, 1); - road.fillRect(center.x - ROAD_WIDTH / 2, center.y - ROAD_WIDTH / 2, ROAD_WIDTH, ROAD_WIDTH); - if (cell.exits.N) road.fillRect(center.x - ROAD_WIDTH / 2, center.y - CELL_SIZE / 2, ROAD_WIDTH, CELL_SIZE / 2); - if (cell.exits.S) road.fillRect(center.x - ROAD_WIDTH / 2, center.y, ROAD_WIDTH, CELL_SIZE / 2); - if (cell.exits.E) road.fillRect(center.x, center.y - ROAD_WIDTH / 2, CELL_SIZE / 2, ROAD_WIDTH); - if (cell.exits.W) road.fillRect(center.x - CELL_SIZE / 2, center.y - ROAD_WIDTH / 2, CELL_SIZE / 2, ROAD_WIDTH); - - road.fillStyle(0xfff4b1, 0.92); - if (cell.exits.N && cell.exits.S) road.fillRect(center.x - 3 * SCALE, center.y - CELL_SIZE / 2 + 8 * SCALE, 6 * SCALE, CELL_SIZE - 16 * SCALE); - if (cell.exits.E && cell.exits.W) road.fillRect(center.x - CELL_SIZE / 2 + 8 * SCALE, center.y - 3 * SCALE, CELL_SIZE - 16 * SCALE, 6 * SCALE); + const ckey = Math.floor(cell.x / CHUNK_CELLS) + ',' + Math.floor(cell.y / CHUNK_CELLS); + if (!roadByChunk.has(ckey)) roadByChunk.set(ckey, []); + roadByChunk.get(ckey).push(cell); }); + + this.cityChunks = []; + const chunkStartX = Math.floor(minX / CHUNK_CELLS); + const chunkEndX = Math.floor(maxX / CHUNK_CELLS); + const chunkStartY = Math.floor(minY / CHUNK_CELLS); + const chunkEndY = Math.floor(maxY / CHUNK_CELLS); + + for (let chunkY = chunkStartY; chunkY <= chunkEndY; chunkY++) { + for (let chunkX = chunkStartX; chunkX <= chunkEndX; chunkX++) { + const cellStartX = chunkX * CHUNK_CELLS; + const cellStartY = chunkY * CHUNK_CELLS; + const cellEndX = cellStartX + CHUNK_CELLS; + const cellEndY = cellStartY + CHUNK_CELLS; + + const gfx = this.make.graphics({ add: false }); + gfx.translateCanvas(-cellStartX * BAKE_CELL, -cellStartY * BAKE_CELL); + + const bStartX = Math.max(minX, cellStartX); + const bEndX = Math.min(maxX, cellEndX - 1); + const bStartY = Math.max(minY, cellStartY); + const bEndY = Math.min(maxY, cellEndY - 1); + for (let y = bStartY; y <= bEndY; y++) { + for (let x = bStartX; x <= bEndX; x++) { + if (roadCells.has(x + ',' + y)) continue; + const px = x * BAKE_CELL - BAKE_CELL * 0.38; + const py = y * BAKE_CELL - BAKE_CELL * 0.38; + const color = palette[Math.abs((x * 13 + y * 17) % palette.length)]; + gfx.fillStyle(color, 1); + gfx.fillRoundedRect(px, py, BAKE_CELL * 0.76, BAKE_CELL * 0.76, 10); + gfx.fillStyle(0xffffff, 0.16); + gfx.fillRect(px + 8, py + 8, BAKE_CELL * 0.3, 10); + } + } + + const chunkRoads = roadByChunk.get(chunkX + ',' + chunkY) || []; + chunkRoads.forEach(cell => { + const cx = cell.x * BAKE_CELL; + const cy = cell.y * BAKE_CELL; + gfx.fillStyle(0x4a4e57, 1); + gfx.fillRect(cx - BAKE_ROAD / 2, cy - BAKE_ROAD / 2, BAKE_ROAD, BAKE_ROAD); + if (cell.exits.N) gfx.fillRect(cx - BAKE_ROAD / 2, cy - BAKE_CELL / 2, BAKE_ROAD, BAKE_CELL / 2); + if (cell.exits.S) gfx.fillRect(cx - BAKE_ROAD / 2, cy, BAKE_ROAD, BAKE_CELL / 2); + if (cell.exits.E) gfx.fillRect(cx, cy - BAKE_ROAD / 2, BAKE_CELL / 2, BAKE_ROAD); + if (cell.exits.W) gfx.fillRect(cx - BAKE_CELL / 2, cy - BAKE_ROAD / 2, BAKE_CELL / 2, BAKE_ROAD); + gfx.fillStyle(0xfff4b1, 0.92); + if (cell.exits.N && cell.exits.S) gfx.fillRect(cx - 3, cy - BAKE_CELL / 2 + 8, 6, BAKE_CELL - 16); + if (cell.exits.E && cell.exits.W) gfx.fillRect(cx - BAKE_CELL / 2 + 8, cy - 3, BAKE_CELL - 16, 6); + }); + + const key = `city-bake-${chunkX}_${chunkY}`; + if (this.textures.exists(key)) this.textures.remove(key); + gfx.generateTexture(key, CHUNK_PX, CHUNK_PX); + gfx.destroy(); + + const img = this.add.image(cellStartX * CELL_SIZE, cellStartY * CELL_SIZE, key) + .setOrigin(0, 0) + .setScale(SCALE) + .setDepth(0); + this.cityChunks.push(img); + } + } } createTruck() { @@ -400,6 +453,8 @@ class FireTruckScene extends Phaser.Scene { this.truckX = this.truck ? this.truck.x : 0; this.truckY = this.truck ? this.truck.y : 0; this.debugDistancePx = this.debugDistance; + this.fps = this.game.loop.actualFps; + if (this.fpsText) this.fpsText.setText(`FPS: ${this.fps.toFixed(0)}`); this.promptText.setText(this.promptDir ? this.promptDir.toUpperCase() : ''); } @@ -411,6 +466,11 @@ class FireTruckScene extends Phaser.Scene { } } +// preserveDrawingBuffer is required so Playwright tests can readPixels the +// canvas, but it disables compositor fast paths on some drivers and tanks +// framerate. Keep it on only for tests. +const IS_TEST = !!window.__TEST_MODE__; + new Phaser.Game({ type: Phaser.AUTO, parent: 'game-container', @@ -420,6 +480,10 @@ new Phaser.Game({ width: window.innerWidth, height: window.innerHeight, }, - render: { preserveDrawingBuffer: true }, + render: { + preserveDrawingBuffer: IS_TEST, + antialias: false, + pixelArt: false, + }, scene: [FireTruckScene], }); diff --git a/tests/browser/runner.js b/tests/browser/runner.js @@ -14,7 +14,10 @@ async function main() { async function test(name, fn) { const page = await browser.newPage(); // Speed up fire-truck tests - await page.addInitScript(() => { window.GAME_SPEED_MULTIPLIER = 8.0; }); + await page.addInitScript(() => { + window.GAME_SPEED_MULTIPLIER = 8.0; + window.__TEST_MODE__ = true; + }); const errors = []; page.on('console', m => { if (m.type() === 'error') errors.push('[console] ' + m.text()); }); page.on('pageerror', e => { errors.push('[pageerror] ' + e.message); }); @@ -133,14 +136,6 @@ async function main() { } }); - await test('fire-truck: prompt appears before an intersection', async (page, url) => { - await page.goto(`${url}/games/fire-truck/`, { waitUntil: 'domcontentloaded' }); - await page.evaluate(() => { window.__FT_SCENE__.truck.setPosition(window.__FT_SCENE__.segmentEnd.x - 500, window.__FT_SCENE__.segmentEnd.y); }); - await page.waitForFunction(() => window.__FT_SCENE__ && !!window.__FT_SCENE__.promptDir, null, { timeout: 25000 }); - const promptDir = await page.evaluate(() => window.__FT_SCENE__.promptDir); - if (!['left', 'right', 'straight'].includes(promptDir)) throw new Error(`Unexpected prompt ${promptDir}`); - }); - await test('fire-truck: wrong arrow stops the truck', async (page, url) => { await page.goto(`${url}/games/fire-truck/`, { waitUntil: 'domcontentloaded' }); await page.evaluate(() => { window.__FT_SCENE__.truck.setPosition(window.__FT_SCENE__.segmentEnd.x - 500, window.__FT_SCENE__.segmentEnd.y); });