I'm having a tough time getting a sprite to smoothly travel across the screen.
Basically I'm moving an object down the screen by the following code in the advanceTime method:
sprite.y += passedTime * spriteSpeed;
I'm testing on an iPad, iPhone 4, and iPhone 3GS. I get fairly good fps, 47, 39, and 33 respectively, but there are periods where the scrolling sputters as if the passedTime is going long. I'm not doing anything (like creating new objects) that should cause a delay.
It's better on the debugger, but on the device sometimes there is a delay of as much as 0.5 seconds.
Has any one run into this problem? Any ideas on how to avoid these delays?