ActionScript 3 :: Flash - Calculating Frame Independent Acceleration?

Jan 17, 2012

I have a 2D side scrolling game (made with ActionScript 3) that runs at 60 frames per second. I'm trying to make it frame rate independent so it will run on slower devices.

To do this I create a var called timeElapsed by calculating how many milliseconds have passed between each frame and dividing that by 16 (60 fps is about 16ms, I think.) So that at 60 fps the result would be about 1. Then I times any time related vars by this number (e.g player.x = speed * timeElapsed;) This is the code:

private var oldTime :Number;
private var defaultFrameRate :uint = 16; // the default frame rate in milliseconds
private var timeElapsed :Number;

[Code]....

As you can see, at 30 frames per second the player is moved further in the same amount of real time. What seems to be the issue is that, at 30fps in frame one, my current code doesn't account for the slight difference in speed between frame one and two at 60fps. I thought of getting the average value of speed between any two frames at 60fps and using that to calculate a more accurate value when the frame rate changes but I got the feeling wouldn't work correctly in some other situations since at 60fps for example, it would move the player by 115 and not 110 pixels.

Is their any way to accurately simulate an object accelerating in a way that is frame rate independent?

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