Tables 2D causing low framerate

I get some performance involving issues based on maps generated with 2D arrays. I have 5 levels in the game, but as I bring and following these levels (for example, when I goes from level 1 to level 5 and then level 5 to 1) the framerate drops. More I change levels, shift more I get.

It has something to do with the berries, I am sure of that, but I don't understand exactly what causes and how to stop it. I tried to fix it myself, but I was not entirely successful. The lag persists. I searched online for similar problems, but none of the solutions I've tried has worked for me. I'll appreciate any advice or suggestions as to what is happening...

Here is my code (it's all about an image in the main timeline):

levelProgress = 1;           Level 1

_Global.bricks = [];          Table to hold all the tiles at my level, but NOT the levels themselves
updateLevel();                 Calls the function that updates the level according to levelProgress

function updateLevel() {}
unloadLevel();
Switch (levelProgress) {//Switch controls what levelProgress is on}

case 1:
Level = new Array();          This is the table that contains the levels; appears only in case 1
_root.createEmptyMovieClip ("lev", 1);     Creates a movieclip to place tiles appears only in case 1

Level code goes here; each level is 14 48. I'm only the first and last lines,

level [0] = new Array (2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);

level [14] = new Array (3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3);

break;

case 2:

Level code goes here, the same format as level 1, but with different numbers.

level [0] = new Array (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);

level [14] = new Array (3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3);

break;

Levels will light until the case 5.

} //end of switch statement

for (y = 0; y < = 14; y ++) {}
for (x = 0; x < = 48; x ++) {}
If (level [y] [x]! = 0) {//Goes through the table puts a tile when it is not zero
place_brick = lev.attachMovie ("tile", "tile_" + lev.getNextHighestDepth (), lev.getNextHighestDepth (), {_x:x * _y:y - 15, 35 * 35});
place_brick.gotoAndStop(Level[y][x]);
Bricks.push (place_brick);         push all tiles in a table, so I can delete them all later (when changing the levels)
}

}
}

function onEnterFrame() {}

I have the code here followed the _x position player; When he goes to the right or well left of the screen, I'm doing a levelProgress ++ or levelProgress - and call updateLevel()

The levels are all on the same frame. When the player goes to another level, I've updated the level and change its _x position

}

function unloadLevel() {//this function is called whenever the level is updated to remove the old level
for (var i in _global.bricks) {}
_Global.bricks [i] .removeMovieClip ();      This command removes each tile. It reduces the lag a bit, but he continues to accuse a lot!
}
}

Thanks for the suggestions, but all my clips were removed. I just found out what I had to do. I didn't delete the data in the table of bricks, I had, I was just remove the clips of the tiles. The actual data in the table were still there, so I added a line of code in my unloadLevel function:

function unloadLevel() {}

for (var i in _global.bricks) {}

_Global.bricks [i] .removeMovieClip ();

}

_Global.bricks = [];

}

My paintings of compensation seems to fix the problem, but I do not understand why it causes lag in the first place. In any case, it works fine now.

Tags: Adobe Animate

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