Ah, okay.. i was actually playing around with it right now, and it seems to be running a lot more smoothly than it originally had been.
I checked, and did only call the images once, I didn't keep calling them for multiple frames.
To make the screen scroll i used
Code:
void draw(){
if (page == 1){
image (titlepage, 0, 0);
backgroundx = 600;
speed = 31.5;
o1.speed = 1.2;
d1.speed = 1.7;
t1.speed = 1.4;
//pf.speed = 1.2;
}else if (page == 1.5){
image (title2, 0, 0);
backgroundx = 600;
}else if (page == 2.5){
backgroundx = backgroundx - 5;
backgroundx = constrain(backgroundx, width-fullbackground2.width, 0);
image (fullbackground2, backgroundx, 0, 3600, 400);
}else if (page == 2){
backgroundx = backgroundx - 5;
backgroundx = constrain(backgroundx, width-fullbackground.width, 0);
image (fullbackground, backgroundx, 0, 3600, 400);
Where backgroundx is the background speed. And o1, d1, and t1 are all classes I called.
Is there a better way to run through the background image?