Sunday, 15 September 2013

c++ - Changing scenes in Minko -


Is there a standard way to change between scenes in Minko? In particular, I am visualizing each scene as a different level, and when the user changes the whole level of some work

I know that I can only update all my things But it feels bad; Is there a way, I can create a root node for a new view and then switch the canvas to use that root node (as well as emphasizing a reconstruction because all the objects will have to be replaced) ?

Your second idea is OK. You can share a different root node with your own view manager canvas . Add your new view to this node When you're ready to switch, you want to render enterFrame to change SceneManager To change in the signal. It should trigger a re-render, texture upload, contact added signal call ...

In Minko, there is no global singleton or whatever is completely The scenes will prevent you from being separated from Each Visual Manager will reference its own asset library . In this way, if you switch the view and delete the references to the previous SceneManager , then the property will be released from memory.


No comments:

Post a Comment