I use Matter js for physics and canvas for rendering 100 items, after every change in props the app gets slower and slower. At the same time, subsequent downloads with the same props occur instantly, i.e. past images and elements remained and were not deleted, which loads the application. enter image description here
"Top" dropdown menu changes props for bubbles component, code:
const Bubbles = ({ coins }) => {
var winwidth = window.innerWidth;
var winheight = window.innerHeight - 80;
const [physics, setPhysics] = useState({
frictionAir: 0,
friction: 0.2,
frictionStatic: 0.2,
restitution: 0.1,
inertia: Infinity,
density: 0.8,
});
useEffect(() => {
setSize(coins);
// create an engine
const engine = Engine.create();
const world = engine.world;
// create a renderer
const render = Render.create({
element: document.querySelector(".bubbles"),
engine: engine,
options: {
width: winwidth,
height: winheight,
showAngleIndicator: false,
background: "transparent",
wireframeBackground: "transparent",
wireframes: false,
showDebug: false,
},
});
const bubbles = [];
// create a canvas
const canvas = document.createElement("canvas");
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
document.querySelector(".bubbles").appendChild(canvas);
const ctx = canvas.getContext("2d");
// create 100 random bubbles
for (let i = 0; i < coins.length; i++) {
const x = Math.random() * window.innerWidth;
const y = Math.random() * window.innerHeight;
const bubble = Bodies.circle(x, y, coins[i].size / 2, {
...physics,
render: {
fillStyle: "transparent",
},
});
Composite.add(engine.world, bubble);
// store the bubble and its content data in an object
bubbles.push({
bubble,
content: {
radius: coins[i].radius,
text: `${i + 1}`,
},
});
}
// update the canvas on each engine update
Matter.Events.on(engine, "afterUpdate", function () {
ctx.clearRect(0, 0, canvas.width, canvas.height);
for (let i = 0; i < bubbles.length; i++) {
const bubble = coins[i];
const pos = bubbles[i].bubble.position;
const size = bubble.size;
const text = bubble.symbol;
const priceChange = bubble.price_change_percentage_24h.toFixed(1);
const image = new Image();
image.src = bubble.image;
if (priceChange > 0) {
ctx.fillStyle = "rgba(5, 222, 5, 0.15)";
ctx.strokeStyle = "rgba(5, 222, 5, 0.6)";
} else if (priceChange < 0) {
ctx.fillStyle = "rgba(166, 53, 53, 0.15)";
ctx.strokeStyle = "rgba(166, 53, 53, 0.8)";
} else {
ctx.fillStyle = "rgba(255, 255, 89, 0.069)";
ctx.strokeStyle = "rgba(187, 231, 11, 0.443)";
}
ctx.beginPath();
ctx.arc(pos.x, pos.y, size / 2, 0, 2 * Math.PI);
ctx.fill();
ctx.stroke();
ctx.drawImage(
image,
pos.x - size / 5,
pos.y - size / 2.5,
size / 2.5,
size / 2.5
);
ctx.font = `${size / 6}px Acme`;
ctx.fillStyle = "white";
ctx.textAlign = "center";
ctx.textBaseline = "middle";
ctx.fillText(text, pos.x, pos.y + size / 6.5);
ctx.font = `${size / 6.5}px Acme`;
ctx.fillStyle = "white";
ctx.textAlign = "center";
ctx.textBaseline = "middle";
ctx.fillText(priceChange + "%", pos.x, pos.y + size / 3);
}
});
// fit the render viewport to the scene
window.addEventListener("onload", () => {
Render.lookAt(render, {
min: { x: 0, y: 0 },
max: { x: 100000, y: 10000 },
});
});
// run the engine
Runner.run(engine);
// run the renderer
Render.run(render);
return () => {
// stop the engine and renderer
Engine.clear(engine);
Render.stop(render);
Runner.stop(engine);
// remove the canvas from the DOM
canvas.remove();
};
}, [coins]);
return <></>;
};
export default Bubbles;
after each update of the coins props, I deleted the canvas and stopped the engine, but still the speed worsened
return () => {
// stop the engine and renderer
Engine.clear(engine);
Render.stop(render);
Runner.stop(engine);
// remove the canvas from the DOM
canvas.remove();
};
I want to either stop re-creating the engine and the matter js world, canvas with images. Only without window.location.reload(), because I need to save props like "Top" and "Earth, Trampoline", etc.