Comments (7)
Thanks for report. I don't have access to a Playbook anymore so "gut feel fix"
coming up ...
Try commenting out line 85 from demo.entities.Sphere (the view priority). Then
compile and retest. Does the problem persist?
This is a hunch based on your encountered frequency of slow down.
Original comment by [email protected]
on 7 Jun 2012 at 4:34
- Changed state: Started
from awe6.
No the view priority doesn't change anything.
But I think I found the problem, as soon as I comment out Game.hx Line #87
_timer.text = _tools.convertAgeToFormattedTime( _age );
it's running at at least 40fps, sometimes even up to 55fps.
That convertAgeToFormattedTime seems to really slow down things. Are is it
changing the text-value?
Original comment by [email protected]
on 7 Jun 2012 at 5:05
from awe6.
Probably nothing to do with convertAgeToFormattedTime, and more to do with the
_timer.text (a TextField) being redrawn. Please verify by assigning:
_timer.text = Std.string( Std.random( 1000 ) );
Original comment by [email protected]
on 7 Jun 2012 at 5:37
from awe6.
Yes that's the problem. I've tested it before, but with a static string. Then
the TextField seems not to be redrawn, but now with the random number it drops
to 1fps again.
Original comment by [email protected]
on 7 Jun 2012 at 5:41
from awe6.
Try commenting out cacheAsBitmap line 84 of awe6.extras.gui.Text.
Original comment by [email protected]
on 7 Jun 2012 at 6:14
from awe6.
Yes, that helps. It's now nearly constant at 35 fps. Just dropped to 1fps once
during the 30sec game.
Thank you!
Original comment by [email protected]
on 9 Jun 2012 at 5:56
from awe6.
This issue was closed by revision r441.
Original comment by [email protected]
on 9 Jun 2012 at 6:06
- Changed state: Fixed
from awe6.
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