I'm having problems getting my game to run smoothly on android with Cocoonjs. I think it has something to do with collisions. My intro/Cinematic layout has 5 collisions total and it runs at 48 FPS, the most basic layout in my game(layout1) has approx 60 collision objects atm and only gets 5-8 fps.
collisions for enemies and pickups are all set to
IS on Screen
System-Every -- seconds
Playerbox on collision with ...
What I'm trying to do is limit the amount of collision checks. So hopefully I'm making enough sense to ask a few questions.
1. Am I actually limiting checks with the method mentioned above? If not what am I doing wrong?
2 Does the ground tiles need to limit the collision checks as well?
3 if I did the above properly, what is the collision objects limit per layout for the average tablet PC, on average/rough estimate even?
Really I have so many questions and I'm getting no place atm<img src="smileys/smiley18.gif" border="0" align="middle" /> , so any help would be greatly appreciated.