ActionScript 2.0 :: Graphics Run A Lot Smoother Than Movieclips With Bitmap Caching On?
Aug 15, 2008
I have this RPG-like screen where you have a character walking through.. the forest or something.. and the thing is.. it's lagging.. LOTS..On that scene.. there are quite a lot of Tree graphics and grass graphics.. I've tested this and apparently graphics run a lot smoother than movieclips with bitmap caching on..Also.. My character has lots of different hair styles all put into one movieclip.. and i thought that by removing them all.. and just have a attachMovie() script to pull in the appropriate hairstyle clips.. it would go faster..but apparently it doesn't seem to of made much difference..what other ways can i reduce the lag on flash?
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Dec 29, 2010
I'm working on a game, and to keep performance good, instead of addChild'ing 50 new sprites to the stage every second, I decided to have each player draw to their own bitmap, and then to the 'master' bitmap. This introduces an issue though: the second player would override all data the first player has put into to bitmap...My basic debugging proof of concept:
Code:
// bitmap test
import flash.display.Bitmap;
import flash.display.Bitmap;[code]......
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Dec 14, 2009
In Flash what would be wiser? To use a PNG or import the vector and cache it as bitmap?
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Aug 28, 2011
1. I've read that when Bitmap Caching an object, if the objects you are caching are bitmaps that all point to the same bitmapData object, than only one instance is cached and used by the GPU. However, if the bitmap contains a scale, does this hold true, or is a new bitmap cached for each object because of the new scale? I'm pretty sure its the second one, just checking.
2. When using cacheAsBitmapMatrix, I've seen examples setting the matrix to identity, and setting it to the concatenated matrix of the bitmap object. Can someone explain the difference between the two approaches? I would assume setting it to identity doesn't scale it up or down when caching is as stated in the documentation:
"The matrix transformation you apply to the cacheAsBitmapMatrix property is applied to the display object as it isrendered into the bitmap cache. Thus, if the transform contains a 2x scale, the bitmap rendering is twice the size of thevector rendering. The renderer applies the inverse transformation to the cached bitmap so that the final display looks the same."
But if this bitmap is nested in a sprite that moves throughout the scene, will the bitmap still move with it? Or will I need to update the matrix's x/y everytime I update the sprite's x/y. If this problem exists, does using the concatenated matrix get around it.
3. Finally, I have seen some sites state that more gpu memory is used when cacheAsBitmapMatrix (such as an additional copy of the texture being pushed into the gpu), but I was under the impression that this would just rotate and scale the texture in memory using openGL matrices. Why would more gpu memory be used when cacheAsBitmapMatrix is set?
My understanding is that when designing for mobile, if the graphic isn't too large, and the object doesn't contain nested animating objects, the best approach is to cacheAsBitmap and cacheAsBitmapMatrix on the object to ensure it won't be pushed to the gpu each frame, but feel free to correct me if I'm wrong. Adobe states "Always set the cacheAsBitmapMatrix property whenever you set cacheAsBitmap to true in content created for mobile devices."
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Mar 14, 2011
i've created a full spectrum color wheel Sprite object that is composed of 1440 vector triangles, or slices if you will. since i want to animate the color wheel, i've activated the display object's cacheAsBitmap property. however, caching the vector as a bitmap does not increase performance during animation it remains slow, jumpy. importing a PNG screenshot of the color wheel into the library with lossless compression, converting it to a Sprite, and rotating this new image asset performs great during animation. why does an uncompressed PNG image asset import out perform the same vector image with cacheAsBitmap property set to true?
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Mar 30, 2011
Is it possible to draw a Bitmap to a Graphics-Object like
this.graphics.beginBitmapFill(bitmapData, matrix, false);
this.graphics.drawRect(0, 0, w, h);
this.graphics.endFill();
with an offset?
A simple moveTo(x, y) call before beginBitmapFill does not work :/ Neither does changing the x and y value of drawRect... (That just seems to have the same effect as an translation with the matrix...) Additionally I don't want do draw that thing in a separate Graphics-Object and add that one into the other...
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May 19, 2009
i have found a beautiful water effect made in as3. The effect is available to download on the website below.I am trying to change the fill of the water (that is blue or any color that you pick).The original code fills the water like this:
Code:
public function renderWater():void {
shape.grapics.clear();
shape.graphics.beginFill(0x006699);
shape.graphics.lineStyle(0, 0x000000, 0);
[code].....
I tried to follow the instructions on the beginBitmapFill help, but i am receiving the water with no fill.
[code]...
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Mar 29, 2012
I'm having trouble getting bitmap graphics from Photoshop to import crisply into Flash. I use the highest quality PNG codec, but graphics appear jaggy once they're in Flash.getting crisp graphics into Flash?My stage sizes are 992 x 692 or smaller, and I'm viewing at 100%, so, not expecting graphics to be sharp and clean at maximum magnification...
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Mar 30, 2009
I have created an animation that randomly puts graphics on the screen (they come in from 0 - 100 alpha). It works great with an array of just a few movieclips. Now I want to import several hundred images from an external list but how do I convert them to movieclips on import? Or can I import them into a movie clip and have a script do the tween?
What are people doing about the lack of manuals with CS4? I can't figure anything out anymore. [URL]
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Dec 16, 2010
I'm trying to set up a timer with custom graphics (MovieClips) and I've basically got it to work, but it's acting really strange! I have two MC's on stage, named "secs_0" & "secs_1". They're both instances of another MC ("numbers"), which contain 10 frames with one digit on every frame (0 - 9). The weird thing is that the counter starts from 87! When the actual value of maxTime is 97... Also, when it reaches 80, 70 etc... it pauses and starts again at 78, 68... Here's the code
[Code]...
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Sep 23, 2011
I am doing this:
[Embed(source = "../lib/hfront.swf")]
private var charfront1Class : Class;
private var charfront1:MovieClip = new charfront1Class;
in order to create a movieclip object in FlashDevelop. Because there is no option (like in CS5) to give a library object a class inherently.What I need to do is be able to switch which movie clip is being displayed as my character walks about. Do I have to create a separate class for each movieclip and call them in and out of visibility?? Or is there a better way, a way to "switch" which movie clip my current class is pointing to?
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Jul 30, 2011
I'm working on a game whose background has many layers that each scroll at different speeds.
Inside each layer I have a Sprite, I've started using graphics.beginBitmapFill, but what I've found is that the graphics.clear() function doesn't actually clear the contents set by the previous call to graphics.begin.BitmapFill. Each frame, I adjust the matrix to shift the layer as needed. Then, I call graphics.clear() and graphics.beginBitmapFill() with the adjusted matrix. Since my layers have alphas in the bitmap, I can see the contents that was drawn the previous frame.
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Dec 30, 2009
I have this PHP page that lists several people. When someone clicks on one of the people they are sent to another PHP page that has their video greeting in a .swf embedded into the page. This works by the php writing the path to the greeting video to the xml file that the .swf loads and plays.
Well in firefox it works perfect, but in IE when they try to click on another greeting the original greeting still plays. Its like the swf is caching the first greeting and refresh of the page does nothing to alleviate this. Is this a problem with the swf caching? or XML caching? or am I totally clueless?
[Code]...
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Mar 3, 2011
Is it possible convert 500 bitmap to movieclips at once or did i have convert all one by one.
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Dec 1, 2009
I found a script to make the animation follow the mouse movement and it needed to stay in fixed boundaries. I have 3 different mc 1 behind the other and moving at a different pace to give a illusion of perspective. But here are my issues;1-It works but when I open a new window in the browser the mc(s) are disappearing. 2-And I would really need to ease or smooth the animation a little. I would like the mc(s) to continue to move and stop slowly after I already stopped moving the mouse. how to script both or even 1 of these ? Here's the code I am using now;
function loopX(e:Event):void
{
var xDist:Number = mouseX - 24000
[code].....
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Mar 5, 2007
Im changing the quality of a loaded clip with this._quality = "low" to make the animation run smoother, but it affects the parent clip as well, which I don't want it to do.
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Apr 9, 2005
I was wondering about MC and hey can help to lag a game out. I set up an advanced class system so i don't have to use MC to simulate walls, all i use isthe x,y,width and height. Well anyway since i don't need MC anymore I was wondering if there is a way to attach Graphics instead of MC cause a Graphics file size is relatively small than that of a graphic, I think. If anyone could tell me thats true and show me a way to attach graphics that would be nice. I haven't tried it yet but maybe if I exported the graphic from the library imihgt be able to call its name, but it doesn't have an instance name so im stuck.
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Jul 5, 2009
I've got a tween which is called using an ENTER_FRAME event listener, as I need the movieclip to constantly tween until it's selected. However, the tween isn't very smooth, it's very jumpy and I'm guessing this has got something to do with the ENTER_FRAME event being constantly called. Is there a better way of creating a smoother tween?
Here's my code...
ActionScript Code:this.addEventListener(Event.ENTER_FRAME, ballFloat);private function ballFloat(event:Event):void { var myTweenX:Tween = new Tween(this, "x", Regular.easeOut, this.x, randomXBoundary, 10, true); TweenX = myTweenX; }// end of ballFloat function
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Mar 5, 2011
I have made this animation, please click here to see it.
Username is hitenkajal.co.uk
password is sairam11
However am not happy with it because its not very smooth. I will like my animation like this [URL].
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Apr 29, 2004
I normally spend hours battling with the simpliest AS and eventually work it out.I've trying to run the following AS applied to a button:
on (rollOver) {
i = getProperty(this.button01, _alpha);
while (i<100) {
if (i>100) {
[code]....
The action seems to work, however the increment is instant and I want to achieve a smoother transition.
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Apr 11, 2007
I was looking through the tutorials on kirupa and i stumbled across the dynamic animating mc's and i was intrigued. So i made a canvas graphic real quick and imported it into flash and tested it out. at first it didn't look so good not like paint on canvas, then i changed the blend to overlay and it looked much better.I would like it to have a smoother transition so you don't notice the circles and no jumping.
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Oct 8, 2009
i am trying to receive in my function as a parameter either a shape or a sprite and then access their graphics property, but this gives me an error:
Code:
public static function makeRect( obj:DisplayObject, ...
var g:Graphics;
if(obj is Sprite){
[code]...
//1119: Access of possibly undefined property graphics through a reference with static type flash.display:Graphics.
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Jul 5, 2010
I wanted to make a flash game,it's about some fish swiming in a tank.All the fishes swim randomly,i don't need any rotation,just left and right direction will be fine with me.But the result is their actions are really odd. how to make them swim just like real fishes?And there's also another problem.When the number of fishes increased to 50 or more,the framerate will drop rapidly.
Now I use Tweenlite to control the swiming action ,and it works very well.But the framerate still drops if i add more than 40 or 50 fishes to the tank.I think there must be a better way to do this.
Here's my code
public function onEnterFrame(event:Event):void{
var time:Number = Math.sqrt(Math.pow(xOffset,2)+Math.pow(yOffset,2))/speed;
TweenLite.to(this,time,{x:x+xOffset ,y:y+yOffset*0.5 ,ease:Quad.easeOut,onComplete:moveComplete});
}*/
xOffset and yOffset in the code are random numbers
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Sep 18, 2011
I have a problem where the images look a little pixelated because they have been scaled down alot, just need a way to make everything appear smoother.
I need the game I'm making to look high quality and also work at different resolutions so when I made all the graphics I made them massive and same for the stage size in flash.
The stage size is 2000*1500 and it's being scaled down to 800*600 which is an exact ratio, I didn't expect to see pixelization when scaling the images DOWN, that's why I made them so large.
If there's no options for smoothing things out, then does anyone know the best option for swapping images at run-time? This way I can have pre-made images for all the most popular resolutions.
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Sep 19, 2007
What's generally going to run smoother, result in lower file size, and/or drag less:
if (condition){move a clip from here to there and if it goes too far, bring it back;}
else (!condition){do nothing, let it sit;}
move a clip here or there, regardless of any condition, so it's always moving, and bring it back if it goes too far;
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Mar 2, 2010
If I load a swf in FlashPlayer standalone, it will play nice and smooth. If I load the HTML it's embedded in (with SWFObject) in a browser it stutters like hell. If I use my browser to open the swf on its own, that runs nearly as smooth as in the standalone player.
That the standalone player runs smoother is understandable, since it then doesn't need to go through the browser layer. A slight performance decrease when adding the HTML DOM layer is also understandable, but in my case the difference is huge!
If I were to guess:
Standalone: 100% (benchmark)
SWF in browser: 90%
SWF in HTML in browser: 30%
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May 1, 2011
I'm trying to get smoother steps in checking the ProgressEvent when loading the image to the Loader.At this moment my eventrogressEvent checks the progress aprox twice within a second. Is there any way to make it check constantly (or more often), so the progres bar "grows" smoothly instead of "jumping"?
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Feb 3, 2009
I'm cutting my teeth in actionscript 3 on a game that has a character running through a world. So, I have set up my Hit Testing by using the bitmap data hit test method, since I figured my world is going to be destructible - it'd be nice to update the level and then redraw it and have the character interact with the new change. (That works beautifully) I am however; a bit confused as to how I have my hit Testing set up. I've been messing around with it, and it works for now - but I'm not sure why.. currently, I have a character set up by using a class I built and using a series of animations I created. So, this character has a walking and falling animation, etc. This is a movie clip.
Then there's a bitmap 'emptyBitmap' with bitmap data created - however; I never really added this as a child to the character. This is sized to the dimensions of my character. My level is created as a movielip, then it's drawn to a bitmap - when the level movieclip is changed, the bitmap redraws, and that's how this updates.
[Code]....
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Aug 20, 2009
I know the topic of "duplicating" movieclips is a hot issue with the new virtual machine. Luckily, I understand the implications. I only am [currently] interested in duplicating a Bitmap. See, I load an image from an URL using 'flash.display.Loader.load', which is a non-blocking operation in Flash Player.However,I may use multiple copies of the loaded image (which is reported to be a Bitmap, naturally) in the display list at the same time.Hence, I naturally do not want to load the image from an URL every time, because I don't want to wait for a non-blocking call to complete. Nor do I need to - I mean one copy is already loaded, so it should be possible to just "duplicate" it, right?
My idea is to do use the bitmapData property of a Bitmap and pass it to the constructor of a new Bitmap object. I have not tried the following in action, but I want to hear whether any of you did and if the following would not work, what would:
Code:
var original_bitmap: Bitmap;
var copy_of_original_bitmap: Bitmap = new Bitmap(original_bitmap.bitmapData);
LiveDocs mention that the BitmapData being passed to a Bitmap constructor is "being referenced", which to me might suggest it cannot be used twice? There is also the BitmapData::clone() method, which I am not sure is applicable here or not.I know this is a lot of talk instead of just trying this out, but I test so much Flash Player code daily just to see "what works" (which should be documented instead by Adobe),
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Feb 22, 2011
If I have a BitmapData that's already been drawn onto a Sprite. Is there a way to redraw the BitmapData onto a Sprites Graphics object without having to invoke beginBitmapFill and passing in the same BitmapData?
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