What is the best method for combining numerous tiles within a level in Kaboom JS?

Creating a level in kaboomJS with a extensive tile map collisions can sometimes result in slower performance. I'm exploring options to optimize this process, such as potentially merging multiple tiles together so that a whole row of blocks could function as one large block. Do you have any suggestions for achieving this more efficiently?

Answer №1

1. Utilizing Symbols for Multi-Tile Game Objects

In order to streamline the number of game objects within a scene, consider using a single symbol in your level definition to represent a game object that spans across multiple grid tiles. For instance, if you require platforms that are 3 grid squares wide, you can signify this with just one character instead of creating three separate objects per platform:

import kaboom from "kaboom"

// Initialize context
kaboom()

// Load assets
loadSprite("bean", "sprites/bean.png")

addLevel(
  // Note: The hyphens here serve as placeholders to indicate that
  // the game objects created by ➁ and ➂ occupy 2 and 3 grid squares.
  [
    "    ⚥                           ",
    "                                ",
    "            ➂--                 ",
    "                                ",
    "       ➁-                       ",
    "                                ",
    "                                ",
    "################################",
  ],
  {
    width: 32,
    height: 32,
    "⚥": () => [
        sprite("bean"),
        area(),
      body(),
      "player"
    ],
    "#": () => [
      rect(32, 32),
      outline(2),
      area(),
      solid(),
    ],
    "➁": () => [
      rect(32 * 2, 32),
      outline(2),
      area(),
      solid(),
    ],
    "➂": () => [
      rect(32 * 3, 32),
      outline(2),
      area(),
      solid(),
    ],
  }
);

const player = get("player")[0];

player.onUpdate(() => {
  const left = isKeyDown('left') || isKeyDown('a');
  const right = isKeyDown('right') || isKeyDown('d');
  if (left && !right) {
    player.move(-500, 0);
  } else if (right && !left) {
    player.move(500, 0);
  }
  camPos(player.pos);
});

onKeyPress("space", () => {
  if (player.isGrounded()) {
    player.jump();
  }
});

If you have various shapes and sizes, this approach may become cumbersome.

2. Advanced Technique: Quad Trees and Dynamic Loading/Unloading

Encountering a similar issue on a recent Kaboom project, I opted to revamp the built-in addLevel() function with a custom implementation that loaded data from a bitmap rather than strings. Furthermore, I structured the level data into a quadtree for efficient identification of chunks overlapping the visible area, allowing for dynamic loading and unloading of game objects based on visibility. The complexity of the technique and code warrants a more detailed examination, so I invite you to explore the resources provided:
Repl link, level-loader.ts source code, lib-quad-tree.ts source code, and the usage in level-one.js.

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