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onPaint() fps drop

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Why are my users experiencing a huge fps drop if they enable the Paint? it drops all the way to 9-20, if its hided its 45-52 so what would be wrong, hes the method, (mine camps at 52 doesnt matter if the paint is on or off).

 

7WVm5.png

Organise your code a little bit more.. seems like a mess there. That being said I don't think your onPaint() is causing that but might be due to your getState() in there(Just a guess).

 

The only time this occurred to me was when I tried to render multiple things whilst running but that's understandable.

  • Author

Should be getState().toString() buddy happy.png

 

 

did not fix it :(

For one why are you even call the getState() in paint?

 

Because if your doing that to get the status/state, that is a horrendous way of doing. Your onPaint is called every loop, so that means your calling your getState every second pretty much, for the how ever long you run your script, that will really start to add up.

 

At the top of your script you should declare a String like:

String status = "";

 

Then in you onLoop, inside of your switch statment, whatever state is called, add what status, so like:

switch(getState()){
     case ATTACK:

               status = "Attacking";

               break;

}

 

The finally in your onPaint, take out getState, and replace it with status.

 

See if that helps, and even if it doesn't, that still a much more efficient way of achieve the same goal.

(If it still lags, most likely there's some type of error in your getState like @Booch said)

Should be getState().toString() buddy happy.png

You should not be so stupid, buddy.

For one why are you even call the getState() in paint?

 

Because if your doing that to get the status/state, that is a horrendous way of doing. Your onPaint is called every loop, so that means your calling your getState every second pretty much, for the how ever long you run your script, that will really start to add up.

 

At the top of your script you should declare a String like:

String status = "";

 

Then in you onLoop, inside of your switch statment, whatever state is called, add what status, so like:

switch(getState()){

     case ATTACK:

               status = "Attacking";

               break;

}

 

The finally in your onPaint, take out getState, and replace it with status.

 

See if that helps, and even if it doesn't, that still a much more efficient way of achieve the same goal.

(If it still lags, most likely there's some type of error in your getState like @Booch said)

 

 

Even better.

 

State state;

 

onLoop()

{

state = getState();

switch(state){

case StateY:

//some code

break;

}

 

}

 

then in onPaint just draw state instead of getState()

Just do it the way notoriousP said. I do that in my script all the time. Works great

onPaint is continuously painting, it'll keep finding the state resulting in an Fps drop, so...

State state;

switch (state = getState()) {...}

And then in your onPaint don't use getState(), but use state.

String status;

	switch(getState()){
	case ATTACK:
		status = "Attack";
		break;
	}

 why dont you simply do this. It isnt that hard. Then simply draw status

Edited by josedpay

  • Author

take it easy all, it works.. wow no for you guys to rage your tits off :o

take it easy all, it works.. wow no for you guys to rage your tits off ohmy.png

they were just trying to help

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