I like this implementation. You added a lot more elements to make it look like a space shooter game. 👾
One thing I see that can improve is how many things you handle in each frame. Your FPS is very low at times.
A few things that can help keep that number up:
The less things you do in every update call the better.
There is a moveBG method you are calling, but if commented out, nothing really changes. Is it necessary?
Instead of checking on every meteor on every frame if they are off screen, try running a sequence on each meteor instance, something like [moveTo, remove].
There can be less if/else statements in the physics delegate method that checks the collision.
Bring down the birthrate of your emitters. You can get a similar look with a much lower number and changing a few other properties.
Amazing feedback! Especially the [moveTo, remove], if/else on physics delegate. Will try to have as little things as possible in the method next time :)
I like this implementation. You added a lot more elements to make it look like a space shooter game. 👾
One thing I see that can improve is how many things you handle in each frame. Your FPS is very low at times.
A few things that can help keep that number up:
moveBG
method you are calling, but if commented out, nothing really changes. Is it necessary?Some of these should help with the FPS 👍🏼