It seems to me there are two approaches to arcade game updating:
1. Draw / Flip every time through your loop. Basically limited by speed of the computer. Moving a sprite pixel by pixel across even a 640 wide screen seems to take several seconds. Move by more than one pixel at a time to increase "speed".
2. The Draw / Flip is what is slow ( mostly the Flip I think ). Actually updating the location of the sprite is real quick - moves across the screen in a fraction of a second even pixel by pixel. So only draw the screen every n millisecs(). Actually use time delays to slow down and speed up the movement of your sprites.
Any comments on these would be appreciated. I'm just starting to experiment with #2. I've been using #1 but I'm finding my sprites are overlapping because of the >1 pixel movements and then I have to "back them up" and reposition them and things are getting complicated.
1. Draw / Flip every time through your loop. Basically limited by speed of the computer. Moving a sprite pixel by pixel across even a 640 wide screen seems to take several seconds. Move by more than one pixel at a time to increase "speed".
2. The Draw / Flip is what is slow ( mostly the Flip I think ). Actually updating the location of the sprite is real quick - moves across the screen in a fraction of a second even pixel by pixel. So only draw the screen every n millisecs(). Actually use time delays to slow down and speed up the movement of your sprites.
Any comments on these would be appreciated. I'm just starting to experiment with #2. I've been using #1 but I'm finding my sprites are overlapping because of the >1 pixel movements and then I have to "back them up" and reposition them and things are getting complicated.