They’re moved as a group. I’m actually pretty happy with that performance. Getting 500 onscreen tiles to move at 24fps is not bad, but I think I can do better.
I’m just not familiar with the event listeners all doing their own thing so I have to rethink my design approach. My problem is partially in using the runtime as a game loop. It’s forced to the config FPS so no matter what, you only get 60 or 30 updates/second. As you can guess, forcibly translating the objects by x and y at this rate of update is kind of odd. That’s fine for drawing, but for calculations, it gets weird. If I used a closed while loop, I can get 17000 updates, but then none of the listeners work and the Corona simulator can’t even quit via its own shortcuts.
I believe that if I use transition.to, I should have no problems though. Currently rebuilding this engine from the bottom up.
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