Actionscript :: How Much Faster Is Blitting Than Using Vector Sprite Objects In Flash

Feb 18, 2011

I know there are different situations where one would be better than the other, but I'm comortable with a generalized statistic of... How much faster is blitting than using vector Sprite objects in Flash?

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Performance :: Linked List Faster Than Vector ?

Sep 10, 2011

I tried the benchmark on this site: Array vs. Vector vs. Linked list. It tests the performance of iterating over said sequences.Remarkably, iterating over a linked list is approximately 2.5x faster than a Vector.<int>. What is the reason for this counter-intuitive result?

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Actionscript 3 :: Find A Complex Type In A List (Vector, Array, Dictionary, Whatever Is Faster)?

Aug 29, 2009

I need to know the best method to find an item inside a list (Vector, Array, Dictionary, whatever is faster) of complex type (extensions of Objects and Sprites).I've used "Needle in Haystack" method, but it seems that it isn't fast enough.

E.g.Suppose that I have a collection of Sprites (a pool, in fact).Each sprite will be added to the stage and perform some action. After that, it will die.I don't want to pay the cost to dispose it (garbage collect) and create another (new) one every time so I'll keep the dead sprites in a collection.

Sometimes times I'll call a method that will add a sprite to the stage.This sprite can be a old one, if it is already dead, or a new one, if the pool don't have any free sprite.

One of the scenarios that pushed me to this question was a Particle System.A "head" particle leaving a "trail" of particles every frame and exploding into a flashy multitude of particles... Every frame...Some times this counts up to 50.000 PNGs with motion, rotation, alpha, event dispatching, scale, etc...But, this is JUST ONE scenario...At the moment I'm trying to use a Object Pool with a Linked List...Hopes that it will be faster that running a whole Array/Vector or create new instances every frame an let them dye with Garbage Collection.

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ActionScript 3.0 :: Vector Of Objects - Pass In A Vector To A Function?

Jul 23, 2011

If I want to pass in a vector to a function, a vector of any object specifed would it be someVetor:Vetor.<T>? beause FB 4.5 sais T is undefined.

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Arrays :: Flash - Arranging Objects In A Vector Into A Grid

Jan 21, 2012

I want to arrange certain objects from a vector/array into a gird

Currently, I know how to do this during the creation of the objects.

Here's the grid function I've created:

function ArrangeInGrid(uiRow:uint, uiCol:uint, iOffsetX:int, iOffsetY:int):void
{
for(var i:uint = 0; i < uiRow; ++i)
{

[Code].....

Now I want to be able to apply the same logic of arranging objects in an array/vector in to a grid, how do I do it?

Or suggest a more efficient way to do so (if you have).

Notes:

I want it to be flexible in how many rows and columns the grid can have. The vector I'm using already has the cards in it. I can't just push the cards into the vector cuz of the way I manually created my cards.

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ActionScript 3.0 :: BitmapData.CopyPixels Method With Many Objects Be Faster?

Feb 7, 2010

I'm trying to know if you can copy the pixels of many objects in one BitmapData without a huge slowdown. The slow down is made by calling the method multiple times, thus making a lot of variable declaration and disposal for the garbage collector. If someone know how to either immitate the copyPixel method or have any other way of solving this problem,

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Flex :: What Is Faster - Plain Or Strongly Typed Objects

Feb 15, 2010

So is
public var user:Object = {};
user["firstName"] = "Bill";
user["lastName"] = "Cosby";

Slower than if I have a value object like User?
var user:User = new User();
user.firstName = "Bill";
user.lastName = "Cosby";

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ActionScript 3.0 :: Switching Vector Image Of A Sprite?

Mar 28, 2012

I have two illustrator vector images "apple.ai" and "orange.ai" imported in the library. I create a new sprite in actionscript and want to assign apple.ai as the graphic for the sprite and on mouseover want to change the graphic to orange.ai. I don't want to use button but only sprite: basically i want to know if there is a way in actionscript to assign and change the graphic of a sprite.

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Actionscript 3 :: Export Or Save A Sprite As SVG Or Other Vector Format?

Mar 16, 2012

I'm working on some generative art projects in AS3, and I keep running into problems with the quality limits of bitmaps. They're not scalable or editable the way vectors are. Is there a class or library that I can use to take a Sprite object's graphics and export them into SVG format? Other common vector formats are also acceptable.

Edit: Note that I'm using FlashDevelop and not Adobe Flash CS.

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ActionScript 3.0 :: Flash Adding Stroke Or Fill To Vector Graphic Objects That Are Pulled From The Library?

Sep 28, 2010

Code:
var myArrow:ArrowMovieClip = new ArrowMovieClip();
var vectorDisplayObject:DisplayObject = stage.addChild( myArrow );

I used the code above to create an instance of an arrow graphic that I made using the line tool (the graphic is embedded in a movie clip). I now want to add different colored fills and different stroke sizes and colors using code. Is it possible to do this with pre-drawn vector graphic objects, or is it only doable if I create the arrow with code using things like lineTo and curveTo?

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Actionscript :: Generate Animated Sprite Sheets At Runtime From Vector?

Feb 8, 2012

I would like to use Bitmaps in my Actionscript games.For me this represents a large change in my workflow as I have always used Vector but Bitmaps are really so much faster to render in certain circumstances. As far as I can see, 90% of all my game assets can be bitmaps.Firstly, are there any good tools for working with Vector to BitmapData? Libraries or OpenSource utilities?I know you can just draw to a BitmapData, and I do that, but what about Animations? What about a MovieClip of a laughing cow? How can I render that MovieClip at runtime to some kind of Bitmap version?But more complex than that What about situations where you do not have the MovieClip in a raw form?Imagine 10000 cogs turning at the same rate which is generated with code. This is hard work for the processor, so drawing it to a Bitmap for the duration of 1 revolution, would replace 10000 cogs with a SpriteSheet. I could destroy the cogs, and keep the SpriteSheet. Can anyone offer me any resources or google keywords I can search for, not sure of the technique but it seems to make sense? Especially with Starling..

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Flash :: IDE - Gradiant Fill Direction In One Of Sprite Objects

Oct 27, 2009

I can't say that I have played with it much, but I was looking to use a gradiant fill in one of my Sprite objects I created in flash. Seems that the gradiant fill always goes left to right... how can I make it go up and down? I know I can rotate the object, but then I would mess with the x and y scales that would mess me up later down the road. is there a way to change it to vertical fill?

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ActionScript 3.0 :: Does Better Faster CPU Necessarily Equal Faster SWF Compile Times

Jan 25, 2010

My question is, does a better, faster CPU necessarily equal faster SWF compile times? Or does it rely on something else (OS, memory, etc). I only use AS3 and some of my projects take a while to compile. If certain hardware can guarantee me a faster compile time, it'd be worth including those things in my shopping list.

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ActionScript 2.0 :: Preloader Rotation - Faster And Faster When The Percent Loaded Goes Up

Sep 26, 2005

I can make a normal preloader, with a bar and percent shown and so on... But I want to make a little thing in the middle of the preloader that rotates faster and faster when the percent loaded goes up. This is what I thought would work:

[Code].....

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Flex :: Flash - Using Sprite Objects In A MXML-based Application?

Oct 25, 2010

Canvas.addChild() insists any DisplayObject added implements IUIComponent. But I don't want my core graphics engine dependent on Flex. Is there an obvious/common way around this, to have simple graphical objects like Sprites & Shapes in a Flex application? The individual DisplayObject children I want to add as children represent objects in a game world, like a spaceship or a missile or a horse...

Not sure if Canvas is the most appropriate container, perhaps Group or another class is optimal for a game-engine... example MXML & AS3 code showing a skeleton setup is most welcome. I'm targeting Flex4 & Flash 10, but Flex3/Flash9 solutions are still of interest.

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Flex :: Serialization Of Vector Of Custom Objects

Mar 26, 2010

What is serialization support like for the new Vector class? I have a Vector.<GameMove> which I'd like to serialize into a ByteArray. GameMove is a custom class. I presume it's necesssary to call registerClassAlias() on GameMove, but do I also have to register Vector.<GameMove>? It's it it's own distinctive type, or is it kinda composed of those two types?

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ActionScript 3.0 :: Timer Run Faster And Faster

Jun 1, 2010

[code]in my original code..function "test" will change the x axis of the images by Timer..I wanna the x axis of the images can be changed after every two seconds..but when I run it..it's obvies faster and faster every time when the Timer dispatch the TimeEvent the delay always shorter than the last time.

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ActionScript 3.0 :: Creating Simulation - Remove Objects From Vector?

Aug 4, 2009

I'm creating a simulation in which a large number of objects are added to vectors and then taken away in random order (as more are being added). To remove the objects, I splice the object from the vector it's in, and notify all the other objects that an object ahead of them was removed so they can change their indices accordingly. As far as I know, the objects have no other references (I think), and within the object, I set everything to null. I read somewhere that you can't put "delete this" in the class, so I didn't bother with that. Will this be sufficient to get the object garbage collected, or should I do something else? What are the best ways to get something like this garbage collected?

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ActionScript 3.0 :: Sorting Vector Of Objects Based On Property (Numeric)

Jan 9, 2010

What I want is to sort a Vector array of objects(not primitive), based on a propery(Number). (think character.zDepth). Generally the same thing as the sortOn function of Arrays, except that we don't have that for Vectors.
like myArray.sortOn(x, Array.NUMERIC)
Dealing with Vector arrays of primitives not complex objects.

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IDE :: How To Remove Sprite Objects

Jan 31, 2010

I once saw an effect on a flash add I wanted to try make myself also - the cursor makes a vake that blur out and disapear, much like the vake of a plane, just faster. The problem is I need to remove the vake when it has faded out, or else it just stay in the background and fill up forever! I know there must be an easy way for this. Can some of you tell me the best way here? I have attached the fla-file and scripts. You see a comment where I try to put the code...

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ActionScript 3 :: Improve Performance Using Blitting For Graphics?

Sep 9, 2010

I am a bit new to using blitting for graphics. But I have worked up a few demos myself, and I have been reading a lot of information on the methods used. One common theme I have been seeing though is that all of them brute force rendering; drawing the farthest back object first and stepping through all other objects. even drawing objects that are going to be completely overlapped. The reason all of them say this is that any kind of testing to see what should be drawn actually takes more time than just drawing everything with no checks. Is there any kind of way to detect what should be drawn, that will run faster than just drawing everything?

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ActionScript 3.0 :: Blitting + Pixel Perfect Collision?

Oct 23, 2011

I'm using a blitting engine that uses bitmapData. No display objects.Is there a fast pixel perfect collision detection available for such a game system?I already tried CDK but that didn't work because it assumes you have display objects which my objects don't use. Sometimes my objects are pretty big and hitTest sucks in this case. I already tried circle-to-circle collisions but that didn't do the trick either.

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ActionScript 3.0 :: Unable To Use Tile Sheet For Blitting?

Feb 20, 2012

I am trying to get bitmapdata from a loader to be able to use my tile sheet for blitting. I seem to be unable to get it to work. After some testing I noticed that none of the code after this piece is executed in the SWF, so apparently it always freezes at this point:

ActionScript Code:
tileSheet = (evt.target.content as Bitmap).bitmapData;
bmp = new Bitmap(tileSheet);
addChild(bmp);
Obviously I am doing something wrong.

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ActionScript 3.0 :: Blitting CopyPixels With Pooling BitmapData?

Nov 7, 2010

What do you think about mixing this two up? Would it lead to better performance for the scenario described below?However, method done below still contains jerking/stuttering in animationWhat my app does is to create a random mix of smiley and draw it into the canvas, and update the movement of the smiley (x,y)I have a source bitmapdata containing different smileys each of the same size.Example:The app creates a random mixture of smileys inrandom length;Example:tc...I have 2 vector that acts as pool. 1 vector is to store bitmapdata1 vector to store SmileyObject (SmileyObject has 3 properties, positionX, positionY,bitmapData)If the pools is empty, I create a new bitmapdata and SmileyObjectThe bitmapdata copypixels random smileys from the source bitmapdata.This is then placed into SmileyObject.I have a loop that goes through each smiley objectand copypixel each bitmapdata into the canvas along with the x,y position.However, even with copypixel and pooling bitmapdata + smiley object,I can still view the stutter / jerk / stuttering / jerking in the smiley animation.

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ActionScript 3.0 :: Objects Added To Sprite / MC Not Appearing

Jun 24, 2010

I've been working on building a game and encountered a strange problem this morning when instead of adding objects directly to the stage I needed to add them to a Sprite (I also tried this with a MovieClip) which was on the stage instead and they did not appear. And yes, before anyone says it, the MC/Sprite that I'm adding the objects to has definitely been added to the stage, I've made that mistake before and don't plan on making it again

Essentially I have been building the game's levels using various different objects (rectangles, circles etc) built in the Box2D physics engine and with attached sprites to represent them to the user. When creating each of these object I supply a DisplayObjectContainer in which the sprite representing the object should be placed. Up until now I have been simply been supplying my core game class as the DisplayObjectContainer, with no problems whatsoever - everything is displaying fine.

A new level design, however, will require me to apply a mask to the entire level (but not the GUI) so I decided to place all the level objects within a MovieClip or Sprite instead. I have created the new sprite as such:

levelObjects = new Sprite();levelObjects.x = levelObjects.y = 0; //Just to make surelevelObjects.width = GameProperties.stageWidth;levelObjects.height = GameProperties.stageHeight;levelObjects.visible = true; //Just to make sureaddChild(levelObjects)

And have been supplying this sprite to the level objects as a DisplayObjectContainer instead of the core game class. Everything is getting added to the stage as I can click on things and the sounds associated with the game objects are playing correctly, but nothing is actually visible! As I mentioned above I tried this using a MovieClip instead but got the same result.

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ActionScript 3.0 :: Limit To How Many Sprite Objects Can Be Displayed?

May 2, 2010

Okay I have this little script Simple script, parses xml file and creates instances of custom class Tile derived from Sprite, in "Tile" I draw Shapes (lines) depending on what wall is set the shapes are drawn and added to the sprite "canvas". Now I can get 7 sprites aka Tiles to show, but no 8, 9 or more. Is this intended? Did I make a mistake/ need to take a different approach? btw I'm using FlashDevelop (haxe.org) with flex_sdk_4.0.0.14159_mpl but created an as3 project

[Code]...

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ActionScript 3.0 :: Two Sprite Objects - Adjusting Position (X And Y)

Jan 23, 2012

I am trying to do adjustment of position (x and y) of display objects, relative to other display objects. In other words: I have two Sprite objects (rectangle and circle). The rectangle can have their width changed during execution. Yet the circle has a fixed size. What I do is this: regardless of the width of the rectangle, the circle is positioned at the far right of this rectangle.

I tried as follows:
ActionScript Code:
rectangle.width = someValue;
circle.x = rectangle.x + (rectangle.width-circle.width);

In theory it should work, but look what happens:
imageshack.us/photo/my-images/837/positionq.png

As the width of the rectangle increases the distance from the desired location also increases.
Using:
ActionScript Code:
trace (rectangle.width);

I realized that the value of property 'width' does not match the exact amount of pixels that the object is wide. I just did a test and realized that this problem only happens when the rectangle has edge. When the rectangle has only fill, this problem does not occur.

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ActionScript 3.0 :: Create Nested Sprite Objects?

Jul 30, 2009

I have tried to create nested Sprite objects. But I see only the bigger square.

var square:Sprite = new Sprite();
square.graphics.beginFill(0xFFCC00);
square.graphics.drawRect(0, 0, 100, 100);

[Code].....

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ActionScript 3.0 :: Create Arrays Of Bitmap And Sprite Objects?

Aug 9, 2009

can you create arrays of Bitmap and Sprite Objects? or Custom Objects?

if not, how would you typically create multiple Objects of the same type? just a loop with

var enemy:Sprite = new Sprite();
for(var count:int=0; count<10; count++)
{
enemy = new Sprite();

[Code].....

That way could be fine for many things, but theres other things I want to do.. such as, create an array of wav sounds.... and my program could pick and choose them, so they wouldnt need to load them on demand.. midi files too.

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Flash: `sprite.visible = False` Doesn't Hide Sprite Immediately?

Apr 4, 2011

I've got a sprite which I want to temporarily hide... But changing the .visible property doesn't do what I expect. The code looks roughly like this:

[Code]...

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