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{"id":3254,"date":"2017-12-21T05:26:41","date_gmt":"2017-12-21T05:26:41","guid":{"rendered":"https:\/\/phasergames.com\/?p=3254"},"modified":"2017-12-21T05:29:09","modified_gmt":"2017-12-21T05:29:09","slug":"phaser-snow","status":"publish","type":"post","link":"https:\/\/phasergames.com\/phaser-snow\/","title":{"rendered":"Phaser Snow"},"content":{"rendered":"
Let There Be Snow!<\/h1>\n
I’ll admit I’m not anywhere near snow while writing this, but I love it as an effect in a game, and since it is seasonal to Christmas time, I was inspired to put this together.<\/p>\n
The original\u00a0code<\/h3>\n
Originally I had placed several flakes, which was a simple Phaser graphic and looping through the group with a forEach<\/p>\n
This worked fine at first, but the problem came when I tried to increase the number of flakes from 50 to 200, and then as a test up to 500. The code started going sluggish, and then I remembered an old interview question about a starfield. I have to admit I failed that interview question but looked the answer up later after becoming\u00a0obsessed with the problem.<\/p>\n
A linked list<\/h2>\n
A linked list works by each child of a group having a reference to the child before or after it, or sometimes both. Once you have the reference you call a function of the first or last child in the group, and that function then calls the same function in the next or previous child, and it starts a chain reaction. This can be incredibly fast! I implement this in the move function of the flake class below.<\/p>\n