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// declare bullet pools | |
var activeBullets = []; | |
var bulletPool = []; | |
// construct some bullets ready for use | |
for (var i=0; i < 20; i++) | |
bulletPool.push( new Bullet() ); | |
// a constructor/factory function | |
function getNewBullet() | |
{ | |
var b = null; | |
// check to see if there is a spare one | |
if (bulletPool.length > 0) | |
b = bulletPool.pop(); | |
else | |
// none left, construct a new one | |
b = new Bullet(); | |
// move the new bullet to the active array | |
activeBullets.push(b); | |
return b; | |
} | |
function freeBullet(b) | |
{ | |
// find the active bullet and remove it | |
// NOTE: Not using indexOf since it wont work in IE8 and below | |
for (var i=0, l=activeBullets.length; i < l; i++) | |
if (activeBullets[i] == b) | |
array.slice(i, 1); | |
// return the bullet back into the pool | |
bulletPool.push(b); | |
} |
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From http://buildnewgames.com/garbage-collector-friendly-code/
When you want to fire a bullet, instead of doing:
var b = new Bullet();
You use the factory function:
var b = getNewBullet();
This will avoid construction by just returning one of the pre-constructed objects from the array, or if there are none available, fall back to constructing another bullet - essentially automatically expanding the pool.
Once you’re done with the bullet, you need to return it to the pool: