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.
