On Mon, Aug 5, 2013 at 8:28 PM, Arturo Aquino <[email protected]> wrote:

> The tile dimensions are 32x32, the map size is 5056 pixels (not tiles),
> this works great. So I have 158 rows and columns of tiles. When I try to
> generate a tile map of, 50,560 pixels, the IDE that I use (PyCharm) gives a
> memory error. I also tried running with IDLE and receive a memory error
> again. The error occurs in cocos tiles.py, line 989, self.i = self.j = i, j
>
>
2.5 millions of cells. Not sure if a memory error should be expected, but
is understandable the idea of divide in smaller chunks.


> I do have zooming implemented, but in this case the error occurs right
> after the game window opens and it just locks up. The window is white, it
> does not get to the point of rendering the map itself.
>
> Because of this, I was thinking of using multiple tile maps, that are
> themselves tiled, and are loaded offscreen dynamically as the player
> approaches that layer.
>

I think that is not directly supported in current cocos:  The way that
MapLayer.set_view , MapLayer.get_visible_cells,  ScrollingManager.set_focus
use the tilemap view_x, view_y seems to assume only one tilemap per
ScrollableLayer.




> Since my tile map is generated procedurally, I can easily change its size
> and make them very big. So in order to avoid the memory error, I am looking
> for a way to have multiple tile maps in the same scene, side by side, but
> only load the maps that are close to my player object.
>
>
Another option is to create / delete the cells that are visible



> I should also mention that I am using Pymunk physics, and my code
> generates pymunk segments around "solid" tiles of my map. The only other
> physics object is my player, which is a simple cube for now. But the memory
> error comes from cocos not from pymunk.
>
>
>
>
>
>

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