Using integers over floats will be a
tiny bit faster. But the impact will be so small it wont have any effect on your FPS at all. The thing that slows down a game the most is drawing too many sprites at the same time. Physics simulations are probably a close second. There's no real reason to use floats over integers for sprite coordinates and it make sprite movement look considerably worse.
The only time I'd ever use integers for sprite coordinates is if the sprite doesn't move. Whenever a sprite moves, it's essential to use floats, not just for smooth movement, but it also lets you move slower than 1 unit per frame (which, depending on your virtual resolution, might be a minimum speed of half the screen per second).
EDIT: I see my answer is different to the one above (posted at the same time). I have a few reasons for disagreeing with Dybing.
1. AppGameKit doesn't necessarily use the actual pixel size for it's coordinates. I never recommend you use percentage based since it just stretches the game to fit a device. Instead the best way I've found to setup your layout is like this:
SetVirtualResolution(100,150)
SetSyncRate(60,1)
SetScissor(0,0,0,0)
#constant sbT (GetScreenBoundsTop())
#constant sbB (GetScreenBoundsBottom())
#constant sbR (GetScreenBoundsRight())
#constant sbL (GetScreenBoundsLeft())
#constant sbH (GetScreenBoundsBottom()-GetScreenBoundsTop())
#constant sbcX (GetScreenBoundsLeft()+((GetScreenBoundsRight()-GetScreenBoundsLeft())/2))
#constant sbW (GetScreenBoundsRight()-GetScreenBoundsLeft())
#constant sbcY (GetScreenBoundsTop()+((GetScreenBoundsBottom()-GetScreenBoundsTop())/2))
The width of the screen is 100 units (in portrait mode). But you should never position an object absolutely. To place a sprite in the top left use SetSpritePosition(id, sbL,sbT). The centre of the screen will always be 50,75 of course. But the top and bottom might be -20 or 170 or something, depending on the size of the phone.
The benefit of this is that it lets your game work on any aspect ratio, and scaling is really easy since it's scaled based on 100 (so the middle of the screen is 50, not something like 720/2). So using this method (which I do for all my games), you pretty much never call SetSpritePosition() with absolute coordinates, you always do something like sbL+2, sbcX-10, sbR-5 etc
2. If you do any type of "simulated physics" on a sprite, you want to move is as precisely as possible. If you use integers, the maximum precision you can use is the resolution of your device.
For example, my new game
Alpine Ski Adventure simulates the physics of the ski using 4 vectors (target direction, current direction, current physical speed, current location). If I were to use integers for any of these it would massively limit the precision with which you could move as well as limiting how slow you can move or turn.
So I still stand by my assertion that you should only use integers for sprite location when the sprite doesn't have to move at all