On Nov 25, 6:42 pm, flx <[email protected]> wrote:
> I've been trying a litle cocos2d and I'm loving it, but I've found
> that sprites seems to be drawing even if they're not inside the
> visible area of a layer. How can i prevent them from update or draw if
> they're outside the viewport?
>
> Here is some test code i was trying with, i'm sure that i've been
> doing things the wrong way so help's apreciated.
>
> --
>
> import sys
> import os
> sys.path.insert(0, os.path.join(os.path.dirname(__file__), '..'))
>
> import cocos
> from cocos.actions import *
>
> class TLayer(cocos.layer.Layer):
>     is_event_handler = True
>     def __init__(self):
>         cocos.layer.Layer.__init__(self)
>         self.sprites = []
>         for i in range(1000):
>             s = cocos.sprite.Sprite('fire.png', (100 * i, 100 * i))
>             self.sprites + [s]
>             self.add(s);
>
>     def on_mouse_scroll(self, x, y, dx, dy):
>         self.do(ScaleBy(0.25 * dy + 1.0, 0.5))
>
>     def on_mouse_drag(self, x, y, dx, dy, buttons, modifiers):
>         self.x += dx
>         self.y += dy
>
> if __name__ == "__main__":
>     cocos.director.director.init(vsync=True)
>     cocos.director.director.show_FPS=True
>
>     layer = TLayer()
>
>     cocos.director.director.run (cocos.scene.Scene(layer))

In the test only 3 or 4 images should be rendered, but it runs at
~3fps no matter how many images are displayed

Btw, is there someone still using this framework? it seems that only
the iphone version is active :(

--

You received this message because you are subscribed to the Google Groups 
"cocos2d discuss" group.
To post to this group, send email to [email protected].
To unsubscribe from this group, send email to 
[email protected].
For more options, visit this group at 
http://groups.google.com/group/cocos-discuss?hl=en.


Reply via email to