ActionScript 3.0 :: Does The Size Of A .fla Effect The Performance
Oct 27, 2009
i have a large flash game with tons of graphics and music.within the game, i'll only be calling several different movieclips and sounds at a time.. for example, about 20 movieclips and 4 sounds.meanwhile there are about 1000 other movieclips and sounds in RAM waiting to be summoned.does anyone know if all these files in RAM negatively effects the speed and performance of the game? or will flash only pay attention to what's currently employed on the stage?
Normally when I have lets say two sorts of Events, the MouseEvent and the TouchEvent, what I then do is import flash.events.*; Would it save space/performance/whatever to specificly import the needed events?
i am looking to use a fair amount of music in a project that a user has dynamic control over. because file size is an issue i was wondering the best way in which to optimise file size and performance? i have noticed the loadSound command for retrieving it from a server and also considered using a linkage and not exporting in the first frame (if i do this how do i export it afterwards?).
I've done quite a bit of digging but it's surprisingly difficult to find informed answers to these questions. I'm making a Flash game with a friend; as far as we can tell, the code is fine, but there are some serious framerate problems that seem entirely related to the graphics.
Is there a performance difference between Movieclips as JPGs and PNGs? Most of our graphics are imported as PNGs because they have transparent sections, but I don't know whether there is a performance difference between setting image compression to JPG or PNG within Flash itselfDoes turning on "Smoothing" for an image affect performance?Obviously larger graphics have more of a performance hit, but is there any benefit to splitting a large image into pieces? Example, changing a 2000*1000 background into two 1000*1000 pieces? One thing is most of our graphics are as much as twice the size in the library as they are displayed onscreen, then scaled in the code. We had wanted to make the game still look good when zoomed in/fullscreened but that doesn't seem practical so I'm planning on resizing all of the image files to their final size in the game and removing the scaling code. Hopefully that's the major part of the problem.
I'm devloping some library classes for flocking/steering behaviours on large numbers of objects (2000+). I'm finding that at < 500 instances, performance is reasonable. As the numbers increase, framerate bogs down.
I've seen remarkable performance with libraries such as Flint or Box2D with ridiculous #'s of particles / objects, so it should be possible to optimize / refactor my code to be a bit better.
I'm aware of the basic optimizations, such as bitwise operations and optimized for loops. Are there any more fundamental approaches I should be considering? For example, currently each instance is a vector-based MovieClip. Would working with BitmapData be more efficient?
Will I take a big hit in performance using nested ViewStacks? Should I strive to handle all navigation in one ViewStack and push children manually or will the affected performance be negligible?
We have a medium size Flex 3.6 application that contains around 20 different page views (managed via a single lazy ViewStack) each having multiple components. Most use custom renderers.All model data is loaded at startup and changes to model instances are communicated via binding and/or collection change events.Once the user has viewed each page at least once, all page views are instantiated and happily listen to update events.Which in effect means that each time a model instance changes, all interested views receive that event and compute derived data or trigger item-renderers.I have tested and confirmed this behaviour in a proof-of-concept application. Even when setting a list to being invisible, it still listens to collection change events and invalidates any renderer affected.What would you do?
I am just curious to know if the amount of classes you import into your flash class, affect the size of the class, the size swf file, or the amount of memory allocated. If so, does this affect take place before or after you initiate the class.
I'm playing around with the scaleX/Y in the canvas tag and have noticed some strange behaviour. When I set scale in in mxml the width and height of the canvas are adjusted accordingly. For example if I have a canvas like this: <mx:Canvas width="1000" height="1000" scaleX="0.1" scaleY="0.1" />
The canvas now appears on screen to have a width and height of 100 and if inside my creationComplete callback I check the width and height property they are indeed 100. But if I do exactly the same thing except I set the scaleX/Y property from actionscript the canvas on screen appears to have a width and height of 100 as expected, but when I check the width and height property of the canvas they are still at the previous values of 1000.
I'm working on making a site with an xml photo gallery with thumbnails. Right now, I have the gallery working, but I want to add an effect from this site: [URL] When the photos load, the layout resizes according to the photo size. How can I do something like this?
check out: [URL] The typewriter effect here is very fast, much faster than when I use onenterframe to produce the effect. Does anyone know how this is done?
I really like the text effect Pom used in the footer contest, and would like to use the same grid-type method of creating mc letters but with a different effect. i understand how to change the parameters and shapes of the letters, but can't seem to figure out which piece of code is purely for the explosion effect. basically, i want the letters but with the 'Repel' effect from[URL] here is Pom's AS:
[AS] cellSize=3; radius=10; damp=.85;
[code]....
and here is the .fla using the repel effect using pre-made mc:
It's a bit of decoration to go behind a logo. When the dMove var is commented out I get the appropriate line of squares fading in and out at random spots along the x = 78 axis, but when introduced nothing appears at all...
in a nut shell I have found this wicked piece of open source actionscript.
It responds to the cursor and was wondering if it is posible to modify the x_position and y_position actions and make the action respond to a moving object???? (a movieclip with a variable name)
is this to complicated to attempt or is it doable??
So ive been asked to build a page for a real state company and the guy told me it should be similar to these [URL] Ive been trying a couple of weeks so far, but i dont seem to find a way to do somthing similar, i mean, i want to have the welcome screen as those two:
- the gradient background - flash occupies whole screen no matter what size it is - gradient expands sideways infinately - no matter what height my explorer window is, gradient is always in the same position relative to top, and if i keep expanding downwards the background keeps last colour of the gradient. - the brand logo looks as if it had top, left and right anchors, and it also limitates the minimum width of the explorer window
i though of addind a 3000 x 3000px square with the gradient and centering it, but i know there has to be a professional way of achieving that.
I am trying to build a flash that auto-adjust its size to the browser window size, while leaving the content of the flash itself top-centered in the screen.I have found this solution [URL].. on How to keep centered stuff in this exact case so i am pretty confident i will be able to adjust that script to do what i want.
Now my problem is that if i put my content inside the movie-clip (centerrectangle) with all the animation require, link and other stuff, the movieclip (center rectangle ) never have the exact same center, thus making the script go wild trying to always adjust the location to the variable size of the movie clip.
I am trying to build a flash that auto-adjust its size to the browser window size, while leaving the content of the flash itself top-centered in the screen.
I have found this solution [url].. on How to keep centered stuff in this exact case so i am pretty confident i will be able to adjust that script to do what i want.
Now my problem is that if i put my content inside the movie-clip (centerrectangle) with all the animation require, link and other stuff, the movieclip (center rectangle ) never have the exact same center, thus making the script go wild trying to always adjust the location to the variable size of the movie clip...
I need it to stay exactly at the same position whatever the size of the movie-clip. [code]...
I made a preloader for my single scene movie and although the preloader is about 16k, when placed into frame 1 of the movie and tested, the frame is shown to have about 256k, which is larger than the movie it's loading. I've gone through all the files and made sure that export in frame 1 is not checked and made sure the publish settings also are set to export in frame 1.
I would like to know how to make flash size (width and height) full size in the browser? the real size of flash is w:955px h:600px I tried to make w:100% and h:100%, it makes pictures pixelate.
I want to create a panel (or any other component) inside a component that has a 5 pixel border on all sides, but scales fully when the window is resized. I know I can set width to "100%" to make it resize, but that gives me no borders. If I put it to "95%",I have borders, but they scale annoyingly. Also, that only works for borders on the right or lower bounds, and not to the left or upper sides.Is there a convenient way to do this without having to write tons of resize-code (in which case I will not bother and just accept bad rescale behaviour, as it is for a private pet project).
EDIT: I know that I can just overwrite the display handling and set the positions manually every frame. I wondered if there is a cheap way to do it in the mxml-structure, along these lines:
<mx:Panel> width="100%" height="100%" </mx:Panel>
Coming from C++ and Java, I am intrigued by the option of setting something to "95%" and let the library work out the details, instead of having to write many lines of code, just so my text-area always keeps a 5 pixel distance from the border, but scales with window width.If there is no easier way to do it than figuring out pixel sizes by hand and setting the coordinates.
I have a list of fonts obtained via Font.enumerateFonts() and I want to display them all as 12 pixels tall. The problem is that I cannot simply set the point size because this can vary in actual pixel size for each font. So basically I want to determine what the correct point size is for a font in order to make it exactly 12 pixels tall. Because I'm doing this with a potentially large list I'm looking for an efficient method to do this.
I need to make a button animate from its normal size to a larger size but in a fluid scaled motion. I'm using a png image I cant seem to get it to scale from small to big when animating, and I have inserted a motion tween.