Speeding up this handler
Shari
gypsyware at earthlink.net
Sat Apr 12 10:43:01 EDT 2003
>If possible, you might want to consider a "holding bay" approach to handling
>your images and see if it runs any faster. Create two sets of objects: a
>"master set" of image objects which is located offscreen or in a substack,
>and a "slave set" of button objects which is the grid of images the user
>actually sees. At startup (or between game levels or other times that
>loading would be acceptable), set the filenames of the master images as
>needed before actual game play. When it comes time to display the level,
>set the icons of the slave buttons to the IDs of the master images.
>
>I don't know if the setup of your game lends itself to this arrangement, but
>the theory is that setting the icons of buttons to internal image references
>may be faster than setting the filenames of images to external file
>references. -- Scott Rossi
This is actually what I'm doing, except using images rather than
buttons. The "big square" is the master data, and the "small square"
is the actual game window. I had assumed using images would be
faster, but I am not averse to using buttons. Whatever will get this
code to run quickly. I will try it.
So many other things will also be happening in this window, that will
affect the speed, this is a critical piece of code.
Shari C
Gypsy King Software
--
--Shareware Games for the Mac--
http://www.gypsyware.com
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