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- CommentAuthorKenny
- CommentTimeApr 8th 2009
I'm working on a fireworks effect and everything goes as planned except as I let it run for a few times it starts to run really slow, sometimes even crashing my IDE. Is the following code not enough to destroy everything or am I missing something else?
This is the code I have on an EMITTER_EMPTY call back:
var emitter:Emitter2D = Emitter2D(e.target);
emitter.stop();
emitter.removeEventListener(EmitterEvent.EMITTER_EMPTY, next);
Thanks,
Kenny -
- CommentAuthorKenny
- CommentTimeApr 9th 2009
Problem solved. Just had to remove all the actions and filters from Emitter and PixelRenderer. -
- CommentAuthorRichard
- CommentTimeApr 10th 2009
Clearing all references to the emitter would possibly have been enough - then the garbage collector can remove it from memory.emitter.stop();
emitter.removeEventListener(EmitterEvent.EMITTER_EMPTY, next);
renderer.removeEmitter( emitter );
emitter = null;
If you also want to dispose of the renderer you'd need to remove references to this too.removeChild( renderer );
renderer = null;
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