I am wanting to use FlashPunk to render my isometric grid of stuff. The stage will be a minimum of 1280x720 so I want to make sure this thing runs fast, using Starling or whatever to render sucks if you don’t have all your items in a single spritesheet (QuadBatch) which is useless for my as I like to keep the avatars and their clothes separate. So I ended up finding out about “blitting”.
Is it true that FlashPunk uses “blitting” and if so, does it also make use of “culling”? These grids I intend to make might get pretty big so it’d be great to know that only the visible stuff is being rendered. Also, am I asking a question that’s already been asked a million times and maybe you have a class specially designed for isometric grids etc? I’m not sure, I’m completely new to FlashPunk.
I don’t care about UI etc, I’m just rendering that using the normal Flash Display List. It’s the grid though that really loves to slow things down so I want to make sure it’s as fast as I can possibly make it. The layering/sorting etc just sucks at 1280x720 using normal Flash Sprite objects so I’m hoping FlashPunk has the answer for me.
Long story short, I just need something that can render a grid of isometric tiles based on their “y” value, then their “x” value and if both of them are the same a special “type” int value that I use to layer objects that occupy the same time tile (so that the tile hover is render first, then the avatar etc etc if they are on the same tile – tile_hover’s type is 0, avatar’s type is 1, I hope that makes sense). Finally if there’s a handy trick to determine whether the mouse has clicked an item on the grid then that’d be nice.
Hope I’ve explained this in enough detail, if not feel free to ask. Thank you!