Well then, how to start?
I've been using Gideros for a couple months and over that time have put together a solid library of graphics classes that I used on my last app.
The library has a TON of new functionality such as changing TextField font size AFTER creation, managed texture caching, loaded texture debugging, universal screen positioning, multi-line TextFields, anchorPoints on Containers (And Sub-classes!), global positioning and rotation, simplified coloring methods for Shapes, etc.
The amount of additions is pretty big, but do not worry! I have organized everything on a public BitBucket repository for all you fellow Giderosers!
Tool Page: http://www.giderosmobile.com/tools/display
(Example code doesn't show anywhere near the amount of API's the Display framework has)
Just be careful, the code probably has some hidden bugs due to how long it is (Over 1500 lines) so just submit an issue on BitBucket and I will try to fix it ASAP!! I do use this in a production app so it is pretty stable, but nonetheless, bugs always find a way to hide
Oh and lastly, here is my app you guys should totally check out https://itunes.apple.com/us/app/energy-collector-grid-wars/id684085556
Hope you guys find this library helpful!
Fragmenter - animated loop machine and IKONOMIKON - the memory game
It reminds me the framework I started:
So you can also peak some stuff from there
Imagine doing this with regular Gideros.
With the added features in Display lib texture memory usage will NOT increase and will simply reuse the cached font. In fact f1 and f2 will point to the exact same object.
Now you might say, why would you need this? Why not just do:
This feature basically allows you to avoid global entirely and reuse fonts across modules.
There is a catch however, you MUST provide cache characters to your font constructor or you will not experience these texture memory savings.
Small explanation available in the DOCS: https://bitbucket.org/IntoItGames/gideros-display/overview
Small feature, maybe unnecessary, but I plan on using it