Awesome
QuadtreeSprite Starling extension
About
QuadtreeSprite is a Starling extensions which is useful when you need a container for large amount of children DisplayObjects which are usually not visible on the screen at the same time. Perfect use-case: Large 2D world map.
There are a few things different in the API so check the usage section below.
The example creates 100,000 Quad objects on 20,000 x 20,000 world, which results in the following performance on my machine:
- Sprite - 0.9 FPS (Not really designed for this :) )
- QuadtreeSprite - 60 FPS
Demo
You can check out the demo and introduction at: http://justpinegames.com/blog/2013/03/quadtreesprite/
Usage
Creation:
// Define the world bounds, if objects is outside them it will always be displayed
var worldBounds:Rectangle = new Rectangle(...);
var container:QuadtreeSprite = new QuadtreeSprite(worldBounds);
Adding/Removing children:
// Same as in Starling:
container.addChild(new Quad(...));
container.removeChild(...);
Important to note is that you have to explicitly update object when it's position or size has changed!
var object:Quad = ...;
container.addChild(object);
object.x = 10;
container.updateChild(object);
To change the visible portion of the scene use visibleViewport, everything outside that rectangle will be removed from display list:
container.visibleViewport = new Rectangle(...);
When visible objects change you can listen to Event.CHANGE, you should sort here if you need your objects to be in order:
container.addEventListener(Event.CHANGE, ...);
You can iterate through the currently visible objects, or all of which the container holds:
// visible objects
for (var i:int = 0; i < container.numChildren; ++i) {
var object:DisplayObject = container.getChildAt(i);
}
// all objects
for (var i:int = 0; i < container.dynamicNumChildren; ++i) {
var object:DisplayObject = container.dynamicGetChildAt(i);
}
Note! Order of insertion is not maintained by default, as it has a performance cost. You can enable it when creating an object:
var container:QuadtreeSprite = new QuadtreeSprite(worldBounds, true);