So I'm fiddling with some very abstract gameplay and since both player and enemy basically consists of squares I was wondering if it's possible to bypass passing the frameTime parameter of maybe even addAnim() altogether in order to give them a visual representation?
1 decade ago
by Joncom
Are you saying that both player and enemy are basically static images?
So what&
039;s wrong with using #addAnim
?
Why are you trying to avoid using it?
this.addAnim('static', 1, [0]);
I don't see the problem.
It just doesn't seem logical to spend computing power to "update" a frame when it never ever gets replaced by a new one...
1 decade ago
by Joncom
You're right, it's unnecessary and basically a waste of computing power.
It's probably best to leave it though, for a couple of reasons:
1. Having multiple ways to set appearances adds complexity to the code.
2. Such an optimization would offer an insignificant performance gain.
2. Such an optimization would offer an insignificant performance gain.
Yeah, I thought so. It would just seem stupid to leave it behind if it was a simple fix.
1 decade ago
by Joncom
Quote from SlinkyDinky
Yeah, I thought so. It would just seem stupid to leave it behind if it was a simple fix.
Yeah, and there is not really. The framework is set up in such as way that there are very clearly defined ways to accomplish certain tasks. To swim against the current may be more trouble than it's worth.
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