moppelg wrote:Good morning,
it seems a nice thing. But how can I apply this on the Particle.class? Is that something I have to do in my code or does this need changes in the andengine?
Because this should really boost the particle performance since it is using always the same particle.
illserveu wrote:What about TiledSprite please? I mean, TiledSprites that have the same animation?
It's a good idea, it's like a bitmapdata (in flash).
I have a question, can we use sprites with different sizes ? Or we have to use the same size for each sprite ?
aerobowl wrote:im abit confuse where would be the best place to update spritegroup or add/remove sprites from spritegroup?
for the moment i detach, make new spritegroup and attach it back in scene's onUpdate
thou working but not too sure is that the good way.
salami wrote:I used SpriteGroup with an ObjectPool and it worked ok, only problem was that it took too long to make sprites invisible.
I attached a SpriteGroup to a scene and in onAllocatePoolItem() i added a sprite to the SpriteGroup. In onHandleRecycleItem(Sprite) I set sprite.setVisible(false).
Is there a way to make sprites disappear faster?
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