@theBigDaddio @ImpactJS, so basically just JavaScript. I'm looking into it, but I can't wrap my head around it completely yet
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Replying to @DaveVoyles
@DaveVoyles@theBigDaddio@impactjs Create lots of objects 1st, make them inactive. When you need something, find the first inactive & use.1 reply 0 retweets 0 likes -
Replying to @KrisWD40
@KrisWD40@theBigDaddio then just keep popping them from the stack, right?1 reply 0 retweets 0 likes -
Replying to @DaveVoyles
@DaveVoyles@theBigDaddio I use a list. You don't want to remove the items from the pool at any point, so popping probably isn't right.1 reply 0 retweets 0 likes -
Replying to @KrisWD40
@KrisWD40@theBigDaddio So list, and not an array? Well I guess the benefit is that you can create any amount, rather than pre-determined1 reply 0 retweets 0 likes -
Replying to @DaveVoyles
@DaveVoyles@theBigDaddio You could use an array too. Works just the same. But I wouldn't use a stack.1 reply 0 retweets 0 likes -
Replying to @KrisWD40
@KrisWD40@theBigDaddio This is where I'm kind of drawing my ideas from http://blog.sklambert.com/javascript-object-pool/ …3 replies 0 retweets 0 likes -
Replying to @DaveVoyles
@DaveVoyles@theBigDaddio I think you need to call clear when your objects leave the screen/die. Is that your issue or something else?2 replies 0 retweets 0 likes -
Replying to @KrisWD40
@KrisWD40@theBigDaddio 2 Issues: In the level editor, all of my objects are dropped on screen, and active. When I pass them, they die.2 replies 0 retweets 0 likes -
Replying to @DaveVoyles
@DaveVoyles@theBigDaddio The logic that kills enemies / updates / moves / etc shouldn't be running in the editor. That's your issue.2 replies 0 retweets 0 likes
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