I definitely have a lot to try out now between arrays a pool of laser
objects. Thanks for answering my "beginner question".

Thanks again.

On Apr 3, 3:10 pm, "~ TreKing" <treking...@gmail.com> wrote:
> On Fri, Apr 2, 2010 at 5:58 PM, Matthew Patience <
>
> matthewj.patie...@gmail.com> wrote:
> >  What I want to do is while the user is
> > holding down the fire button to have it keep creating instances of the
> > Laser class like a rapid fire and then when they hit the edge of the
> > screen have them be disappear/destroyed so they are no longer taking
> > up memory.
>
> To add to what has been said, you probably don't want to be continuously
> creating / destroying these laser objects if they are going to be used in
> high-frequency - and it sound like they are ("rapid fire"). This would mean
> a lot of unnecessary memory allocation and de-allocation that is likely to
> hurt your performance on a mobile device.
>
> Instead you could have a small pool of Laser objects initialized up front
> that will be the max number of lasers the user can fire and see on screen at
> any given time. By default all objects are "inactive", or "unfired". When
> the user fires one, you find the first inactive laser and "fire" it, which
> means making it active and getting it ready to move along it's path. Once
> it's hit something or is off screen, it's marked inactive again
> ("destroyed") to be put back in the pool for re-use.
>
> You could do this with two lists (active and inactive), moving items back
> and forth as necessary, or with one list and setting a flag on each laser
> object indicating it's current state.
>
> Just some stuff to think about as you make your game. Hope that helps! Good
> luck!
>
> --------------------------------------------------------------------------- 
> ----------------------
> TreKing - Chicago transit tracking app for Android-powered 
> deviceshttp://sites.google.com/site/rezmobileapps/treking

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