want to know if is it possible to use single timer or scheduler method for multiple sprites ? Like I am now working on a game and there could be any number of sprites and i want to perform some actions on all of that sprites, So do I have to use as many timers or schedulers as sprites ? Or How can the job be done using only a single timer or scheduler ? What is I schedule a method and use it for, Say 10 sprites ? Will it affect the performance..?
Usually you'll just create one scheduler that calls the
update method of your world/game. There you iterate through all entities/sprites and call their update method.
This gives you much better control about the flow of your code. You'll be able to run the physics-simulation first and then iterate through all bodies/sprites and update their position.
Having all entities within a data-structure also gives you greater control about when/how entities will be added and removed from updates as well as better means of debugging (scheduled updates can be cumbersome to debug if you have lots of sprites).