Hi!
For my application, I have to construct 20 large sprites filled with dynamically created contents.
Each construction of a sprite is pretty extensive, and just making a for loop pretty much makes my player crash.
So I was thinking of pacing my function execution with a timer and a switch list, but then I had another idea. What if I have a function with a switch list in it, and each case first creates a sprite, then call the function, telling it to run the next case on the list? Like this:
function setup(x){
switch (x) {
case 0:
create_sprite();
setup(1);
break;
case 1:
create_sprite();
setup(2);
break;
.
.
.
}
}
Would that cause the functions to execute only after the previous one is done, or am I wasting my time here? Does that happen anyway, even in a for loop, or with a timer?
/ Frank