running craftyjs (via canvas) and redrawing figuers creates weird lines - javascript

We are working on a browser/JavaScript based game where sprites are regulary redrawn, however doing so creates weird lines after each redraw. We could of course let the hole view redraw after each frame however that would kill performance quite badly. Is there any other way to fix this?
So we are using crafty to draw in isometric view a number of sprites on a canvas, when deleting these sprites weird lines appear and we are looking for a way to net let them appear.
Any suggestion would be helpful as are comments re

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JavaScript canvas game development

Ive been having a really baffling slow down issue with the game I am working on probably because I am unsure how to handle graphics (most likely responsible for the slow down) in javascript without using a third party framework like Phaser/ImapactJS/EaselJS etc)*. The following is the low down on how I am approaching my graphics. I would be very thankful for some tips or methods on how to do this right.
My game is tile based - using tiles designed at 500x500 px because I want them to display decently on high definition devices.
I am using a spritesheet to load all (most of) my tiles before the main loop is run. This image is roughly 4000 x 4000 (keeping it below 4096 because the GPU cant handle texture sizes larger than that).
I then use the drawImage function to cycle through and draw each tile on a part of the canvas using information (w, h, x, y) stored in the tile array. I do this on every cycle of the main loop using my drawMap function.
The map is currently 6x6 tiles in size
A character spritesheet is also loaded and drawn on to the canvas after the map has been drawn. The character displays a different frame of the animation on every cycle of the main loop. There are sets of animations for the character each contained in the same spritesheet.
The character sprite sheet is roughly 4000x3500
The character is roughly 350x250 px
Other objects also use the same sprite sheet. Currently there is only one object.
Possibly helpful questions:
Am I using too many spritesheets or too few?
Should I only draw something if it's coordinates are in bounds of the screen?
How should I go about garbage collection? Do I need to set image objects to null when no longer in use?
Thanks in advance for input. I would just like to know if I am going about it the right way and pick your brains as how to speed it up enough.
*Note that I plan to port the JS game to cocoonJS which provides graphics acceleration for the canvas element on mobile.
** If interested please visit my Patreon page for fun!
You have asked lots of questions here, I'll address the ones I've run into.
I would like to start out by saying very clearly,
Use a profiler
Find out whether each thing you are advised to do, by anybody, is making an improvement. Unless we work on your code, we can only give you theories on how to optimise it.
How should I go about garbage collection? Do I need to set image objects to null when no longer in use?
If you are no longer using an object, setting its reference to null will probably mean it gets garbage collected. Having nulls around is not necessarily good but this is not within the scope of this question.
For high performance applications, you want to avoid too much allocation and therefore too much garbage collection activity. See what your profiler says - the chrome profiler can tell you how much CPU time the garbage collector is taking up. You might be OK at the moment.
I then use the drawImage function to cycle through and draw each tile on a part of the canvas using information (w, h, x, y) stored in the tile array. I do this on every cycle of the main loop using my drawMap function.
This is quite slow - instead consider drawing the current on screen tiles to a background canvas, and then only drawing areas which were previously obscured.
For example, if your player walks to the left, there is going to be a lot of tiles on the left hand side of the screen which have come into view; you will need to draw the background buffer onto the screen, offset to account for the movement, and then draw the missing tiles.
My game is tile based - using tiles designed at 500x500 px because I want them to display decently on high definition devices
If I interpret this right, your tiles are 500x500px in diameter, and you are drawing a small number of these on screen. and then for devices without such a high resolution, the canvas renderer is going to be scaling these down. You really want to be drawing pixels 1:1 on each device.
Would you be able, instead, to have a larger number of smaller tiles on screen - thereby avoiding the extra drawing at the edges? Its likely that the tiles around the edges will sometimes draw only a few pixels of one edge, and the rest of the image will be cropped anyway, so why not break them up further?
Should I only draw something if it's coordinates are in bounds of the screen?
Yes, this is a very common and good optimisation to take. You'll find it makes a big difference.
Am I using too many spritesheets or too few?
I have found that when I have a small number of sprite sheets, the big performance hit is when I frequently switch between them. If during one draw phase, you draw all your characters from character_sheet.png and then draw all the plants from plant_sheet.png you'll be ok. Switching between them can cause lots of trouble and you'll see a slow down. You will know this is happening if your profiler tells you that drawImage is taking a big proportion of your frame.

HTML5 Canvas - Dynamically Drawing on a large canvas without lag

I currently have a script that lets me dynamically draw lines on a canvas. When my canvas is 500x500 the lines draw perfectly. However, if I increase the size to 2000x2000, the lines still draw but there is a lot of lag between each coordinate capture so the line does not draw as smooth as it should. I will potentially have canvases that are as large as 8000x8000 so this is a major problem. I was thinking one way I may be able to resolve this is to generate several 500X500 and line them up adjacently so that say for example I want a 2000x2000 canvas, I would have a 2x2 table of 500x500 canvases. However, as I think through how to implement this solution, I realize it will take a considerable amount of time to get it working, and I'm not even sure if it will solve the issue. Before I spend a lot of time trying this, I was wondering if anybody has encountered a similar problem and has any suggestions.
Thanks.

large HTML5 Canvas scrolling performance tips

I've recently started learning to work with HTML5 Canvas and I've got a bunch of questions really. All related to performance. I understand that everything with this is quite subjective to what I'm doing. But I'm just hoping to gain some clarity.
In the example of creating game with an aerial view of the player. all 2d with a map that scrolls around on both X and Y axis.
Question 1: In my understanding, As long as there are no moving objects in my map canvas. it's more efficient to do something like create a large canvas element that I draw once and then use JS to scroll the page / move the canvas. rather than create a canvas that is the size of my screen, translate the canvas and redraw the map with each movement.
Question 2: If I use the above method of having a large canvas that scrolls about to move my map. will there be much performance difference between a simple drawing on the canvas and a complex drawing? Example: simple canvas with a couple rows of single colored blocks compared to complex canvas with thousands of lines, circles, gradients, patterns and detail. If the two canvases are the same width and height there shouldn't be a huge performance difference for just having the browser scroll them right? (no redrawing).
Question 3: Is there a preferred method for dealing with a map that is bigger than a canvas object can be? I know various browsers will limit the physical size of the canvas. Is it better to design the map in several big canvas blocks. Load an adjacent block into a brand new canvas element when the player gets near the edge. or will this cause issues. if I'm working with canvas elements that are say 10,000px by 10,000px and I start placing several of these side by side am i just asking for trouble? am I better off designing it to run in a single canvas that just redraws the map as the player moves and keep the complexity of the map down. and program it so it doesn't think about parts of the map that aren't close to the player.
I've read a bunch about tricks to increase performance like layering canvases and not redrawing the canvas more than the browser is refreshing. but I've been having trouble finding info on good practice for dealing with large maps and performance of moving around them.
I'm really interested to hear everyone's thoughts.
Question 1 is not actually a question, but it's best to create a canvas that is the size of your screen, translate the canvas and redraw PART OF the map with each movement. Do not redraw the whole map, but add methods to redraw a portion of the map that is slightly larger than the viewport, possibly excluding part of the map that is already drawn. Otherwise your browser might crash from memory stress.
Question 2: Right. There will be no difference at all. The browser will simply move the already drawn canvas about behind the viewport.
Question 3: Play around with the element inspector of Chrome on a google map. This is a very good example of a huge map that runs on a tiny phone. You will see that it uses a grid of images (you could uses canvasses). You could cache these blocks outside the viewport for if the user returns back. Play with the cache size to keep the memory usage sane.

Scrolling surface background in sprite.js(canvas)

I'm making a tile-based browser game using Sprite.js to interact with canvas. https://github.com/batiste/sprite.js/
Here is what I got now(PC version has a larger visible area):
http://www.youtube.com/watch?v=l3c-cmWUVrc
It is not easy to redraw every tile each frame because of performance, so I tried to make a scrolling surface background using scrolling.js that comes with sprite.js. There is an example here http://batiste.dosimple.ch/sprite.js/tests/test_scrolling.html The example works, but it seems like ScrollingSurface.update is buggy or there is something I'm missing.
What I tried to do is to draw 5x5 tiles and after 5 seconds draw another 5x5 tiles near the first ones. But it draws only the first ones. And surface.update() only updates the position of surface. Here is my code https://github.com/Sektoid/sprite.js/blob/master/tests/test_scrolling.html (You need also to set this.divider = 1.0 in scrolling.js if you want to avoid drawing the same tiles 4 times.) There aren't any sprite.js-forums like with the other sprite- and game-engines have, but it is fast and very useful. Take a look at it! And help me please :)

Redraw lots of objects on Canvas HTML

Is there a quick and efficient way to move lots of objects in canvas? Basically if there are around 1000 objects and I want to move all of them at once to emulate scrolling, it is very slow to redraw every single object by calling drawImage() 1000+ times.
Is there anyway to optimize this? I have an example link of the problem (and that's only with 100 objects): http://craftyjs.com/isometric/
Since canvas doesn't provide fast low level bitmap copying it's hard to do stuff in multiple layers and scroll for example the whole background at once and then only render the edges.
So what can you do? In short, nothing. Especially not when scrolling, sure you can do tricks with multiple canvases when you have a more or less static background but for moving objects there are hardly any performance improving tricks.
So, you've go to wait for Hardware Acceleration shipping in all majors browsers, I know this sounds ridiculous but I'm too waiting for that :/
The problem is that the canvas was never designed for game stuff. It was designed as, well, basically some kind of on the fly drawing thing, guess the designers had Photoshop clones in mind, but definitely not games, let alone the fact that there's no fast clear operation proves that, there's not even optimization in place when clearing the whole canvas with the same color.
If the images are already composited, not moving relative to one another, and defined by a rectangular region, then using canvas.drawImage() with a canvas as the first parameter and drawing to a sub-region should be significantly faster than re-drawing all the objects.
You could also just layer multiple canvases and slide the top canvas with the objects in HTML to scroll them.
Edit: Having really looked at your example, it seems to me that it should be implemented similar to Google Maps: create tiles of canvases and slide them left/right on the HTML page; once a canvas has been slid off the screen entirely (for example, off the left edge), move it to the other side (to the right edge) and re-use it for drawing. With this you will only need to re-draw whatever objects overlap the canvases that are moving on the edges.
You can draw all objects on a second, off-screen canvas and then only blit the whole canvas (drawImage() accepts canvas element).
However, if you're targeting desktop browsers, then this shouldn't be necessary. I've implemented tile engine (source) that simply redraws whole scene and naive implementation turned out to be pretty fast.
What I did to solve this problem was I had 10 squares on my screen and I wanted to animate them on a white background. So I drew a white rectangle over the canvas to clear the canvas so the animation would work. Does that make sense?
#Ivo By the way I read on http://www.w3.org/TR/html5/the-canvas-element.html that canvas was made for applications like games because it was a solution to get rid of the dependency on a external engine. Canvas is built in so it's kind of like a flash player built into your browser powered by JavaScript. I think it's fascinating.
You can use tiled rendering.
http://www.gamesfrommars.fr/demojsv2/ (better viewed with Chrome)

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