You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
There seems to be some major issues when using this lib in conjunction with p5.play and using it's sprites. Scenes get mixed together, collisions start to break, etc. Here's an example of this from a project I'm working on:
This lib doesn't seem to currently be able to handle the Group image/sprite structure that p5.play exposes. The only fix for this that I have found is to clear all p5.play groups of all sprites and then re-calling the setup function on the scene before transitioning. However this causes some intense lag as p5.play loads in new assets for the different scenes and creates all the sprites. To get around the lag of loading assets per-scene, you could load in every single asset at the very beginning, but that causes intense lag right from the start, and is a massive waste of resources.
The text was updated successfully, but these errors were encountered:
There seems to be some major issues when using this lib in conjunction with p5.play and using it's sprites. Scenes get mixed together, collisions start to break, etc. Here's an example of this from a project I'm working on:
This lib doesn't seem to currently be able to handle the
Group
image/sprite structure that p5.play exposes. The only fix for this that I have found is to clear all p5.play groups of all sprites and then re-calling the setup function on the scene before transitioning. However this causes some intense lag as p5.play loads in new assets for the different scenes and creates all the sprites. To get around the lag of loading assets per-scene, you could load in every single asset at the very beginning, but that causes intense lag right from the start, and is a massive waste of resources.The text was updated successfully, but these errors were encountered: