Mask Perf Test

class Example extends Phaser.Scene
{
    constructor ()
    {
        super();
    }

    preload ()
    {
        this.load.setBaseURL('https://cdn.phaserfiles.com/v355');
        this.load.image('bg', 'assets/ui/undersea-bg.png');
        this.load.image('brain', 'assets/sprites/brain.png');
        this.load.image('truck', 'assets/sprites/astorm-truck.png');
    }

    create ()
    {
        var bg = this.add.image(400, 300, 'bg');

        var shape = this.make.graphics().fillCircle(0, 0, 200);
        var mask = shape.createGeometryMask();

        //  Create lots of Sprites

        //  With no mask there are 7 WebGL ops (with 100 sprites)
        //  With mask per Sprite there are 155 WebGL ops (with just 10 sprites!) - even though they're all using the same mask

        for (let i = 0; i < 100; i++)
        {
            const x = Phaser.Math.Between(100, 700);
            const y = Phaser.Math.Between(100, 500);
            const dx = x + Phaser.Math.Between(-400, 400);
            const dy = y + Phaser.Math.Between(-400, 400);
            const duration = Phaser.Math.Between(2000, 4000);

            const sprite = this.add.sprite(x, y, 'brain');

            sprite.setMask(mask);

            this.tweens.add({
                targets: sprite,
                x: dx,
                y: dy,
                yoyo: true,
                duration: duration,
                ease: 'Sine.easeInOut',
                repeat: -1
            });
        }

        this.add.image(400, 300, 'truck');

        this.tweens.add({
            targets: shape,
            yoyo: true,
            repeat: -1,
            x: { value: 800, duration: 2000, ease: 'Sine.easeInOut'  },
            y: { value: 600, duration: 8000, ease: 'Sine.easeInOut' }
        });

        const cursors = this.input.keyboard.createCursorKeys();

        const controlConfig = {
            camera: this.cameras.main,
            left: cursors.left,
            right: cursors.right,
            up: cursors.up,
            down: cursors.down,
            zoomIn: this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.Q),
            zoomOut: this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.E),
            acceleration: 0.03,
            drag: 0.0005,
            maxSpeed: 1.0
        };

        this.controls = new Phaser.Cameras.Controls.SmoothedKeyControl(controlConfig);

        this.input.keyboard.on('keydown-Z', function (event) {

            this.cameras.main.rotation += 0.01;

        }, this);

        this.input.keyboard.on('keydown-X', function (event) {

            this.cameras.main.rotation -= 0.01;

        }, this);
    }

    update (time, delta)
    {
        this.controls.update(delta);
    }
}

const config = {
    type: Phaser.WEBGL,
    width: 800,
    height: 600,
    parent: 'phaser-example',
    clearBeforeRender: true,
    scene: [ Example ]
};

const game = new Phaser.Game(config);