ActionScript 3.0 :: Rendering Latency In A Simple Animation?
Nov 28, 2010
I used to code with "Processing" so maybe I keep the same habbit when I code in AS3. I'm not really sure how to animate in a good way using Enterframe. I made a not so complex animation and I am suprised that there is a very bad latency when I run it. Maybe there is something I don't understand when I write Graphics.
At each Enterframe, I write a black rectangle with a 0.3 alpha to progressively erase old lines and just after I draw new lines.
Are these these Graphics lines and Graphics rectangles stay in memory? Do I have to delete it when they visually disapear from the stage?
I'm trying to create and expand a simple empty box (hairline perhaps) with an Action script to create the same effect as a shape tween. Why not shape tween?! Well I've tried that and the shape tween messes up the rendering. see picture....
Is there a way to pre-render a BitmapData.perlinNoise moving animation into a seamless loop of 10-12 frames from which copypixels could be used on the resultant sprite strip to produce fast resuilts?
I am facing a problem with one of my animation containing a 3D motion tween. When I play it, it is not fluid, it get stuck, the rendering is not good at all.
I am having trouble getting a simple animation to play properly, on a site designed by someone else, in IE. It works fine in Mozilla and Safari. In IE, on some computers, it shows up but there is a prompt about downloading a Shockwave add-on. On other computers it doesnt show up at all. Going from Mac to PC is also presenting problems. I'm freelance, so it's not like I'm in the office with these other people, so I only know what's going on with the 3 pc's I have at my disposal; which is as described above.
My problem relates to an animation that uses the x and y axis. for(loop =0; loop < 5; loop++){ boxName = "box" + loop; attachMovie("box", boxName, 10 * loop); var randomPlace:Number= random(500) + 550; var NumX:Number = randomPlace; [Code] .....
What the code above does is displaying small boxes that are moving from the right to the screen to the left, and then they come back again (like a loop I suppose) and each time a 'box' re-appear, it starts off at a random place at the very top of the screen. I want to make it that it drops just from the top to the screen to the bottom. ( Like snow falling from the sky). But I can't get my ahead around the x / y axis. Also, the size of my frame is 550x400.
My Flash animation using 100% CPU. I don't know why? It is a simple animation i.e. done in an ecard at: Valentine Ecard. I have not used any script in it nor it has too much animation in it. The frame rate is 12.
I am getting familiar with the Flash animations I am trying to make a simple animation within the text input area i.e.
1.FAN BASE 2.FA NBASE
What I want is the letter N to move slowly towards letter B.I have done motion tweening but it doesn't work -either the whole text is moving left right or the letter N is simply skipping to the second position without smooth animation.( there's no error on motion tween by the way)
not sure if this is the right place to post this question but here goes! I want to create a simple card flip animation whereby a card slides onto the screen from the right, flips over to reveal a different picture on the other side, flips back and then slides off screen. In fact, the full animation will involve two cards, sliding onto the screen one after the other, then flipping one at a time, flipping back one at a time and then only ONE of them sliding off screen, to the left or right depending on which side of the screen they are on. Can anyone tell me whether this is possible using Flash CS5? I am a total novice at this, and having spent hours and hours on it, I have so far only managed to get a card to slide onto the screen and flip but I don't know how to get it to show a different picture on the other side.
I really don't want something sophisticated, in fact I want the simplest animation for learning purpose:I just want to move a shape on a straight line.Is it possible to do so in pure actionscript (with flex sdk only) by creating a timeline programmatically or without creating timeline ?
I came a across a really sharp intro effect I'd like to try and create in jQuery, mootools or prototype[url]... (Just the spin in effect) So in a sense, I want to spin in the main content div of the page.
I've been trying to create a simple text animation using XML and AS3 that I would like to run similar to the swf I've attached with this post. I've tried to look for tutorials similar to this that I can follow but I haven't found anything yet.I can get the xml to load up but I haven't been able to get the name to animate separately. The xml is structured like so.[code]
I have this image gallery that basically puts one image next another in 3 columns 8 rows. The images are selected randomly and so on.... The problem is I have no problem when the code is written without the bezierSlideTo..The images appear next to each other. When I add a simple animation the images appear on top of each other. I can't seem to find where I am making the mistake.
I'm doing a simple commercial animation for school and it is about raising gas prices.I wanted to animate numbers rising but can't find ANYTHING close to what i need
I am trying to create a simple animation, juste a picture that need to move from left to write while rotating around the vertical axis.I tried just to have the first position normal and the final position scaled at -100% in width but it also distort and move up and down.I already did that in acstionscript but not just graphicaly.
I've used Flash before to create animations but it has been a long time. I've been asked to create a very simple animation using two images, one of a broken PC and one of a fixed PC. I want the broken PC to come in from the left and then fade into the fixed image of the PC which will be centred. I know this is very very simple but I can not for the life of me remember how to do animation, motion tweening etc. I have the two images and I've tried importing them, converting them to movie symbols etc but it doesn't go to plan. The animation needs to be between 1 - 3 seconds long at 12 fps. The document size is 550 x 400, standard I believe. I am using Macromedia Flash 8 Professional.
I have simple black line on white. It needs to crack like a whip. And it needs to recoil nicely. I'm not sure if top-notch tweening would do the trick. Or maybe a dense 'Inverse Kinematics' bone structure. Or if actionscript is the best course. I'm using a pen-tool/bezier-curved line right now and trying to shape tween with hints? I've never been bad at math, but I'm not a programmer and it's been a while.
I am trying to make a simple animation using Movie Clips and AS3.
What I have is multiple Movie Clips in the main timeline. I tried to use the following code on the last frame of each movie clip timeline to play the next one. In this case mc_1.
MovieClip(root).mc_1.gotoAndPlay();
Here is the error i get:
TypeError: Error #1009: Cannot access a property or method of a null object reference. at akg_160x600_2_fla::text1_1/frame60()
I didn't think I need a function or declaration for this to work. What am I doing wrong. Every search I do pertains to using a button which I can see would require a function, var, and eventListener. I can't find anything for a looping animation with no buttons???
Basically all I am trying to do, is place a simple text animation on a separate layer and animate it. Every time I insert the first keyframe on the first character of the text I am animating, it turns the whole document white. When I preview it like this, the white "layer" pulses at the set frame rate I have applied. I have played around with moving the layers and what not and I cant get this problem to go away.
I'm trying to create a simple interactive animation for a website that consists of three rollover areas on a page. When you mouse over an area, a bit of explanatory text is revealed by animating a mask over some text. The text is left displayed until a mouseover of a different area occurs.Let's call the three mouseover targets A, B, and C.A MOUSE_OVER event listener is registered for all three targets. In the event handler for each, I'm following a pattern like this:
I need to calculate the latency means time difference between the two user machines the scenario is: 1. App 1 publishes stream 2. App 2 play the stream published by App 1 Now in App 2 I need to show the time difference between the App 2 and App 1 time. Say if current time on App 1 is 10:46:30 and on App 2 it is 10:50:20 then need to display the difference. How to send the time value to App 2 from App 1 as time zones for the two users may be different.
When synthesising sound using the SAMPLE_DATA event of the Sound class, the Flash documentation recommends writing out as many samples as possoible up to 8192. On my system the sound cuts out unless I write at least 4192 samples each event. That's a full tenth of a second, which is going to be user-noticeable.
I may have the option of buffering things up ahead of time, but this is a major annoyance for my application.Is there any way of getting lower latency audio output?
I have a system where clients connect via http streaming channels and use Producer and Consumer classes to dispatch and receive messages. I need to test the latency of messages in a way that adequately simulates real-world usage when the server is under load. I have 3 ideas for how this may be accomplished. Has anyone tried and succeeded or failed with these methods?
I can't find the setttings for have a least latency as possible, either the video quality is bad or the latency is up than 5 secondes...What should i do?
I am developing a simple fast-paced 2 dimensional real-time multiplayer game in Flash. Players can only shoot and walk in point to move fashion. I use TCP socket connection (AS3 doesnt offer UDP).All I want is to synchronize players' actions so Player1 could see the same on its screen as Player2,Player3... or just see close representation (position,taking damage,etc).
I know movement vector coordinates and I can easily interpolate on them using latency. However,I can not figure out an effective way to determine how much time (T1) did it take the state update to travel client1-server-client2 and then make corrections to client2's screen based on T1.(You know, ping times may fluctuate quite a bit).I need a way to do the above-mentioned, i need way which is as fast and as accurate as posssible but not extremely sophisticated. (what algorithm should i use?
Suppose there is a live WAV stream that can be reached at a certain URL, and we need to stream it with as little latency as possible. Using HTML5 <audio> for this task is a no-go, because browsers attempt to pre-buffer several seconds of the stream, and the latency goes up accordingly. That's the reason behind using Flash for this task. However, due to my inexperience with this technology, I only managed to get occasional clicks and white noise. What's wrong in the code below?
var soundBuffer: ByteArray = new ByteArray(); var soundStream: URLStream = new URLStream(); soundStream.addEventListener(ProgressEvent.PROGRESS, readSound);[code]....