Hi, I have been developing an endless running game wherein I am spawning some obstacles above the screen and re-positioning them back to the initial position once it exits the screen below(the bounds are about 200 pixels above and below the game screen). I am certain that there are no inefficiencies in the code, the obstacles are recycled instead of repeated destruction and creation, at a time no more than 50 display objects are displayed during the gameplay. To elaborate, I am using a list, consisting of the obstacles that had scrolled down the screen and are available for reuse. I am creating and destroying all the lists of display objects accordingly and have no doubts in that.
But even after cautiously handling the display objects I am facing issues while running the game in low-end devices. Whenever a sprite(especially when large in size) enters the screen, the device experiences a jerk, dropping the fps significantly and then regaining at once. Even though I am not sure what is causing these irregular jitters, but from what I have noticed so far it is predominantly noticeable when a heavy display object (eg. cluster of display objects) enters the screen.
Did anyone else face this problem? I am pretty sure there is a way to rectify this.
Please let me know some methods in corona which can be used to handle display objects in a better way.
Thanks