ActionScript 2.0 :: Jerky Bitmap Animation And SetInterval?
Jul 14, 2011I'm trying to script a mc (bitmap) with this script:
function animate()
{
updateAfterEvent();
[code]......
I'm trying to script a mc (bitmap) with this script:
function animate()
{
updateAfterEvent();
[code]......
I have an interactive graph that works fine in Flash but jerks along when swf is online.
The graph is at I will gladly send the original file to anyone.
I have a very simple tween that just scrolls photos across the screen but it looks very jerky. how to make it smooth?
View 6 RepliesI have a fairly decent grasp of flash, but not so much of the action script side of things. I need to make a banner similar to the one featured here:[URL]..
As you can see, the image is jerky and juddery when it scales down. From what I can find out, I think I need to use the pixel snapping feature to help make it a smoother fade, but I haven't got a clue how to write the actionscript for it, or where to put the actionscript. Can anyone give me any pointers?
After reading some articles about increasing performance, I read that if you would cache your movieclip animation to a sequence of bitmaps, that this would be much faster. So after spending lots of hours I created a bitmap animation class that converts a movieclip to a bitmapanimation.When I completed it, and did a performance test with about 40 movieclips on a stage size of (1024x900) and set the frameRate to 100 fpsIt runned on 58 frames per second. (30 mb memory) But when I tested it without converting it to bitmaps by doing it the old and simple way of adding the movieclip dynamically on the stage withalso 40 movieclips, it runned even better (61 fps). (4mb) And it did not use so much memory as the bitmap approach was doing.
Then I thought perhaps I was doing something wrong with convertinh to Bitmaps, and found on the internet also a Bitmap Animation Class, and after testing this one, I got the same result. It seems to run faster if you don't convert it to a bitmap sequence.I only have experienced negative points, like slower framerates, using more memory, and the prerendering causes a calculation performance pause when compileing. (this is even with the fix to pass the already rendered frames of the movieclip to the next bitmap animatioin class) I am now confused of what is the best way of creating better pefromance when using the same movieclip animation (like 80 times at once).
I am using this script from Actionscript.org:
[AS]
//In your main "action" timeline, frame 1 put the following code:
////////////////// Pause Function /////////////////////
this.createEmptyMovieClip("timer",50);
[code]....
I have the function written on my main time line but I want to call it from the middle of an animation on a movie clip. I'm not sure how to reference the function on the maintimeline. I've tried referencing the created MC "timer", I've tried referencing _root and other things but nothing seems to work. Basically I have a simple motion tween. I want it to get to a certain point then stop then continue. I have two tweens on one layer in my animated MC. Any suggestions?oh yeah, and I'd like to be able to call the same function from other MCs doing similar things. How can I reference the function?
What I have is actionscript which moves a movieclip from one point of the stage to another, using two buttons to trigger it - fwd_btn and rwd_btn. I also use a setInterval function, so that when you press one of the buttons, it pauses a second before moving. Unfortunately, if you press the fwd and rwd buttons in succession rapidly, the animation gets caught in a never-ending loop.
View 5 RepliesI wanted to do a simple blinking-effect for my animations.
Code:
var timeDelay = 2000;
setFrameTimer = function(){
if ( (Math.random(1)*100) > 90 ) {
blink();
}} setInterval (setFrameTimer, timeDelay);
Nice and easy, right, giving the eyes a 10 percent chance of blinking every two seconds. Well, it works nicely in the beginning. But then, after a while, the blinking increases until finally the animations are blinking constantly.
I have been having trouble with the timer, knowing how to plug into the scripts/Functions the correct way. Below is the script (probably not written as efficently as it could be, but I'm trying) Anyway, the script is uses simple tweens for a movieclip. I would like to use the timer/setinterval function to pause the animation between tweens (Using the event listener after the tween stops to start the interval/pause) Is this the right concept or am I barking up the wrong tree.
[Code]...
I'm using this var timer2 = setTimeout(checkValue2, 2000);
as a frame action in Frame 2, which then triggers checkValue2 which is a piece of function in Frame 1 where all the _global. variables are as well.
clearTimeout(timer2);
gotoAndStop(3); //goto lvl3 - throw
addStage3();
it'd then goto Frame 3, but, the problem is even after clearing, the frame animation still loops every 2 seconds, regardless whether i'm using setTimeout or setInterval. Do you might know of any other way where what I need is, after 2 seconds in Frame 2, it'd then move to Frame 3, which I don't want it to go anywhere yet.
What I have is actionscript which moves a movieclip from one point of the stage to another, using two buttons to trigger it - fwd_btn and rwd_btn. I also use a setInterval function, so that when you press one of the buttons, it pauses a second before moving. Unfortunately, if you press the fwd and rwd buttons in succession rapidly, the animation gets caught in a never-ending loop. Also, note that every time the user clicks a button, if the movieclip is right in the middle of animating across the stage, I wish it to stop and pause, not complete the animation and then pause.
View 3 RepliesWe have some very complex animations that, for performance reasons, we want to have them be bitmaps at runtime..
For example, maybe i can write a jsfl script to copy each frame and paste it into a new .fla as a png instead of as vector art, but I haven't explored that option much.
How to convert a 10 frame long animation into bitmap form ?
View 1 Replies/*the point of this is to add a keyboardEvent to animate the image*/I am loading a bitmap image using this function:
var myLoader : Loader = new Loader();
var myURLRequest : URLRequest = new URLRequest("thesus.png");myLoader.load(myURLRequest);
function myOnComplete(event : Event) : Bitmap{ var loader : Loader =
[code].....
Im trying to make a function which will allow me to turn a detailed vector world map into a raster version so that animation which takes place around the map runs faster. I need it to be a function so that i can raster the graphic as needed and turn it back when i dont need it any more. Im using the following code but its not generating the raster version of the map when i hide the original movie clip..
Code:
function turnMapToImage() {
//
trace("turnMapToImage");
[code]....
My game moves small pieces slowly. I am trying to bitmap blit with either CopyPixels() or Draw() but because the end result always blits to a whole pixel value, the animation looks choppy. Have a look at my test swf where I use a small helicopter, which shows 60fps with very choppy movement. I thought the bitmapData's draw() method would allow me to smooth, but it apparently only smooths changes made by it's matrix argument. My only other resort is to go back to using movieClips with hundreds of frames that represent the various poses.
View 0 RepliesMy image gallery scroller play back is jerky, it seems like a interlacing problem.This is a swf file with mouse interaction (mouse left scroll left, mouse right scroll right) 30fps, they are jpegs at 300x300 pixels.Mainly the upper part of the pictures are affected.I've looked everywhere in Flash CS4 and cant find the option setting for interlace or progressive, or does it even exist?I've tried setting the Jpeg setting as progressive in Publish setting but the problem still persist...
View 3 RepliesI've set my movie to 2fps so that I can play a note of a musical scale on each frame. Unfortunately, playback at this fps is not as uniform as I'd like and makes the full scale sound rather amateurish. I wonder if there is a way to make flash stick to a solid 2fps? Everytime I play back the slight timing errors are the same so there's a pattern to it's out-of-time-ness. I'd rather not increase the fps as that would require more frames and a larger movie to keep track of/publish but if it's the only solution I may have to. Has anyone else experienced this sort of behaviour?
I've uploaded my .swf here in the hope someone may find it useful: AudioLayer.swf Any tips or suggestions would be most welcome! I've looked everywhere on the web but I can't for the life of me find out why it's happening.
I used media encoder to convert my 3 minute widescreen 856x480 video to a 428x240 flv. It plays OK on my computer but after I embed it in a webpage in Dreamweaver and upload it, it plays jittery on the internet. How can I get it play smoothly like all the other flash videos I see on the internet. Here's the link: [URL]
View 1 RepliesI've created a vertical accordion based of this one url...But for some reason in my version the scrolling is jerky and sometimes overlaps causing two layers to flash. How can i fix that. All i've done is change all the width values to height and all the x values to y.[code]
View 8 RepliesI don't do much flash but can sort of get myself around. I'm having issues with a classic tween in CS4. I have a jpeg of magazine covers inside an MC that repeats a scrolling left movement. The client has commented that it comes across a little jerky and isn't smooth enough.
View 2 RepliesWhat can I do to smooth the jerkiness of my tweening text? The actual textFields are all already set to "anti-alias form animation". But they aren't behaving as nicely as they could be. I tried embedding the font etc...
[Code]...
I've got a short animation at 720p - not much going on, just some symbols moving around the screen - but playback in flash player is jerky (more flashy, actually) - not smooth at all.
I've got the latest video drivers for my card, running a dual-core 2.4GHz with 6GB of RAM - my CPU meter says it's having no trouble playing the flash. The video card is an Nvidia quadro NVS 285 (pretty old & crap, but should have no problems).
I don't suppose anyone has got any ideas. I am using FlashEff2 for an effect but the entire animation is jerky, not just the bit with the FlashEff. I would post the fla but I can't see any way to do that on this forum - if anyone would like to see the source, please email me at elliot dot sumner at gmail dot com.
im looking for how to remove a setInterval. i searched but the answer which was supposed to work dident for me.
[Code]...
It seem when I trying to drag the bordercontainer to move along x-axis position on mouse down. It appear to move stable but became jerky when I drag a little faster.Any way to get bordercontainer move with smooth motion?[code]
View 2 RepliesI recently launched a Flash website that has video tutorials synchronized with Flash animations. Overall the site is functioning well, but I have an isolated instance of user having very jerky video with the audio occasionally cutting out.
His connection speed is fine (3572.7 Kbps). When I asked him for details he said the video was jerky from the start, and 'the video cycled from smooth to jerky once every half to a whole second.' He is using Flash player WIN 9.0.28.0, on win XP with all updates. When asked he did not provide the browser version.
Here is a link to the site:
http://articles.moneycentral.msn.com..._Analysis.aspx
The programming is done in AS 2. It's set up using net connection and net stream for flvs hosted on a media server. The flvs have cuepoints to trigger the animations. When a given flv is finished downloading the next flv in the list is then preloaded. The buffer time is set to 6 seconds.
I haven't been able to recreate the problem. The feedback that we've gotten suggests that the site runs fine. If anyone has trouble viewing this please let me know and please provide details.
I have a series of mp4 videos (H.236 @ 22 fps) streaming from an akamai FMS serve via RTMP protocol in flash player 9+ with AS 3.My goal is to create client side playlists that smoothly switch from one stream to another. I am creating these playlists using a series of netStream. play (filename,start,len) methods. If I don't use an offset for the start parameter, then the stream switches smoothly from one video to the next with not noticeable jump or jerkiness. However if I introduce a start offset, say a few seconds in, I start to see a quick little hiccup or pause between the seams as it switches from one playlist stream to the next.
View 1 RepliesI'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]....
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),
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?
View 1 Replies