On an iPod Touch 2nd gen (cocos 0.8.2) it takes quite a minute to load this map: i now, it's huge :)
I've developed a map with this size, tiles are 16x16 pixels each, NOT Antialiased, when running debugger it logs this:
Resizing TextureAtlas capacity, from [4422] to [5897].
Resizing TextureAtlas capacity, from [5897] to [7864].
Resizing TextureAtlas capacity, from [7864] to [10486].
To avoid this huge dealy i thought some ways, which one should be the best in terms of performances?
1) create a 480x320 TMX file and change its tiles dynamically when scroll happens (smallest TMX but many "for"/"while" operations to change tiles)
2) create mapfullwith/n TMXs and keep in memory three of them (left screen before character, center screen where character is, right screen where character will go), storing in different layers and changing changing them when needed. (some TMXs loading operations)
2bis) instead of three of them a one which is a the sum of them (less TMSs loading operations of 2).
3) Load the original TMX (reading as an xml and not as TMX) , and then creating and modifing, when scrolling, a smaller TMX dinamically;
I don't think there is way to set to TMXtilemap to load only a subset of it's tiles, i'm i wrong? Or the right way should to subclass it and change the loading behaviour (like using multithread in some way to split loading time).
Andrea
Any other suggestion?