AS3/Air drawing slows down over time - actionscript-3

I have an Air app written in AS3 using FlashDevelop that involves using the graphics.drawEllipse method to draw 96 ellipses on the stage each frame (20fps), updating their position and alpha. After a second or so they fade out and are removed.
graphics.clear();
graphics.beginFill( color, timer );
graphics.lineStyle( 0, color, timer );
graphics.drawEllipse( x, y, r, r );
graphics.endFill();
The first 7 or so times these groups of 96 ellipses are spawned, they flow very smoothly across the screen as intended. After that they start to stutter like it's a framerate issue.
They are the only moving part in the scene and so are the only visible sign the system is struggling to draw them, but I am aware they may be the symptom rather than the cause of the slowdown. I have used the profiler and believe I have eliminated all the memory leaks.
I am wondering if anyone can see a problem with what I'm doing, or if not has any other suggestions with what could be causing the slowdown (I guess just general as3 things that could cause it).

Related

I converted scrolling background to a bitmap, which now uses more memory, but scrolls much faster, how/why?

So I'm in the process of making an as3 game with a scrolling cave background. I have it set up to randomly generate a 30x30 cave (900 tiles). I would generate the cave then add all of the tiles as children to a "Background" movieclip. I was having some issues with it lagging so I decided to convert the background to a bitmap. Before I did this trace(System.totalMemory); output a value of around 20,000,000. Afterwards it's around 28,000,000, however the lagging/background-scrolling issues I had seem to have stopped. Why would it use more memory, and why would it alleviate my scrolling issues despite this? Here's the important part of the code.
//My cave is 1800 x 1800 pixels
var bitMapData:BitmapData = new BitmapData(1800, 1800);
//Drawing the cave to a bitmapdata
bitMapData.draw(background1);
var bitMap:Bitmap = new Bitmap(bitMapData);
//Removing all of the tiles from the background
while(background1.numChildren > 0) {
background1.removeChildAt(0);
}
//adding the bitmap to my background
background1.addChild(bitMap);
Any insight is greatly appreciated.
See, drawing a MovieClip is always done through vector renderer, this involves querying its structure, querying display list and more, also in case those MCs of yours have uneven scale (unequal and not in the line of powers of 2) even bitmap rendering is slowed. Having one Bitmap instead of 900 MCs lowers display list traversal time by a great margin (900 vs 1 - isn't it a decent improvement?). Of course, bitmaps occupy more memory than MCs, but this is same old memory vs performance issue that every programmer hits sooner or later. Don't worry about this 8M bitmap, just don't make too many bitmaps this big for mobile platform.

Moving text across screen smoothly

For a long time I've been searching for a solution to this problem, so I decided to post a tread instead when the search didn't clarify anything.
I have a textfield that is supposed to move across the screen. I've solved this by adding a speed to its x-value dynamically through an "enter-frame function". However, the movement is very "laggy" and consists of sudden "jumps" in the movement. I've tried a couple of possible solutions to this, all of them without luck.
embedding fonts
changing the textfield's antiAliasType
using BitmapData like this:
bmd = new BitmapData (myTextField.width, myTextField.height, true, 0);
bmd.draw (myTextField);
bm = new Bitmap (bmd);
bm.x = myTextField.x;
bm.y = myTextField.y;
bm.cacheAsBitmap = true;
bm.smoothing = true;
this.addChild(bm);`
And then moving the "bm" instance
None of these methods worked.
EDIT: By request, I am adding the relevant code for the actual movement of the text.
stage.addEventListener(Event.ENTER_FRAME, time);
private function time(evt:Event):void
{
bm.x-= textSpeed;
}
The variable textSpeed is defined as a public static var. Its value is 2.
*EDIT2: I've prepared a clean fla-file with nothing but moving text. The same lag occurs for me also here. The code is in the actions panel. Download link
the way Flash IDE works, is that setting the framerate is actually the 'maximum' framerate. That is, it doesn't force the animation to run at that rate - it can vary depending on the machine and available resources.
As far as I know, there's no way to force Flash to run at a certain framerate - the best way to make animations 'smooth' is to use Tween classes like TweenLite.
If you NEED to animate by incrementing position values, then I suggest making it time based instead, for example:
var fps = 24;
var moveTimer:Timer = new Timer(1000/fps);
moveTimer.addEventListener(TimerEvent.TIMER, onMoveTimer);
moveTimer.start();
function onMoveTimer(e:TimerEvent){
bm.x -= 1;
}
Again, this doesn't solve the smoothness of the animation, but it will be much more reliable across different machines than using enter frame.
Try increasing the framerate. Because you naturally try to read text as it animates, you can generally notice the gaps between frames at 24fps. Try setting stage.frameRate to 30, 48, or 60 (60 being the max) and see if that solves your issues. I've had similar issues with animating text in the past and increasing frame rate has fixed them.
I would also recommend only increasing it as needed. You are much more likely to drop frames with a higher frame rate (makes logical sense; each frame has less time to calculate as frame rate increases), so you might want to do something like:
stage.frameRate = 48;
// run animations here
stage.frameRate = 24; // in an Event.COMPLETE handler
That will make sure your animations are smooth while giving the rest of your application the best shot of running well on lesser devices. If you are running a lot of animations, you might consider keeping it elevated permanently.
You should also look into using the Greensock animation library (TweenLite/TweenMax) instead of Flash's built-in tweening. Greensock has a vastly superior API, both in terms of features and performances, especially on mobile.

Flash/AS3 Framerate in tile-based game is low, despite all tiles being converted to a single bitmap

I'm working on a small game in Flash (AS3) that generates levels using small tiles.
The location,width,height and other properties of the tile are stored in an array upon generation. Each tile is added to the same container movieclip. When all tiles have been generated, the container movieclip is converted to a bitmap, all tiles are removed from the stage, and the original container is removed from the stage and then deleted. The bitmap is the only remaining "graphic" on the stage, aside from the player.
This yields far better performance than allowing all 60,000+ tiles to be rendered individually during gameplay; however, the framerate still reduces as the number of tiles is increased. This makes no sense, as all the tiles are added to a single bitmap that is always the same size, regardless of the amount of tiles.
With 20,000 tiles during generation, the game runs at the full FPS, but with 60,000 it runs relatively choppy, probably around 4-5 FPS.
I've removed collision detection and any/every script that runs through the tile array to rule out the possibility that some other CPU intensive part of the script is lagging the framerate.
Any idea why, despite the fact that all tiles have been removed from the stage and their container is deleted, the game is still running slow even though the background bitmap contains the same amount of data regardless of the number of tiles generated?
Here is the last part of the level generation algorithm which converts the container movieclip to a bitmap and then removes all the tiles:
var temp_bitmap_data:BitmapData = new BitmapData(this.stage_background_mc.width,this.stage_background_mc.height);
temp_bitmap_data.draw(this.stage_background_mc);
this.stage_background_bitmap = new Bitmap(temp_bitmap_data);
main_class.main.stage.addChild(this.stage_background_bitmap);
for (var block in blocks_array)
{
//every block in blocks_array has a child that is the actual graphic of the tile
blocks_array[block]["block"].removeChild(blocks_array[block]["block"].getChildAt(0));
if (blocks_array[block]["type"] == "bg_block")
{
this.stage_background_mc.removeChild(blocks_array[block]["block"]);
blocks_array[block]["block"] = null;
}
if (blocks_array[block]["type"] == "path_block")
{
//path_blocks have a second child in addition to the first one that's already been removed. the second child is the only other child
blocks_array[block]["block"].removeChild(blocks_array[block]["block"].getChildAt(0));
this.stage_background_mc.removeChild(blocks_array[block]["block"]);
}
}
this.stage_background_mc = null;
[Edit]
Here is a picture of the game to give you a better idea of what's going on:
[Update:]
Even removing the final created bitmap from the stage, ending up with only 1 child on stage, and setting that removed bitmap to null doesn't improve the speed.
A couple of thoughts.
First, you're sorta half taking advantage of AS3's quick work with blitting. You've got the right idea about having only one single Bitmap on the stage, but the steps before (adding DisplayObjects to a MovieClip and the doing draw on that MovieClip) isn't the fastest process. For one thing, BitmapData.draw is slower than BitmapData.copyPixels (here is a post on that). One of the best ways to get speed is to pre-blit all of your graphics, and store them as BitmapData. Then, keep Object references (containing position, etc) for each graphic. In your render loop, run through each object, and use copyPixels to copy the graphic's pixel information to the appropriate positon in your single, on-stage Bitmap. This way, all slow BitmapData.draw commands have happened upfront, and now you are just pushing pixels, which Flash is really fast at.
That process isn't without its downsides, however. For instance, you can't do easy transforms with it. You'd have to pre-blit all frames of a rotation, for instance, in order to rotate the individual graphic (since you can't rotate a BitmapData, and you aren't using draw on a DisplayObject). Still, it is mighty fast if you can live with the limitations.
Here is a post that serves as a tutorial of the process I explained above. It is old, but informative none-the-less.
Finally, 60,000 is a very large number. Flash isn't exactly a "speed demon." No matter how optimized, eventually you'll hit a limit. Just something to keep in mind.
Oh, and this additional post gives some great tips on performance in Flash.

Moving the "camera" of an HTML Canvas element

I'm trying to find a clean way to "move the camera" of a canvas element.
This for my prototype game (side scroller). I'd love to think there's a better solution than moving the whole set of nodes to simulate a "camera" moving around.
Am almost certain to have read a simple how-to (using offsets?) but the fact I don't find anything like that starts to raise doubts... have I imagined reading that!?
Thanks to help me clarify...
J
Presumably you redraw your whole game scene 30 times a second (more or less)
You need to redraw your whole game scene but first translate the Canvas context by some offset.
context.translate(x,y) is precisely what you want. You'll want to read up on the use of that as well as the save() and restore() methods.
When you translate the context, everything drawn afterwards is shifted by that amount.
So you constantly draw something (maybe an enemy) at 50,50 using drawImage(badguy,50,50). Then the player moves, which changes the x of translate to -1 (because the player is moving to the right) instead of 0. You still draw the enemy sprite with the command drawImage(badguy,50,50), but when you draw it the enemy shows up as if it were at 49,50 because of the context.translate(-1,0) command shifting everything before its drawn.
Of course when you get into performance you'll want to be making sure that you are only ever drawing things that can actually be seen on the screen! If your are far down the level with context.translate(-2000,0), you dont want to be drawing objects at 50,50 anymore, only ones that intersect the viewable area.

Blur show effect - html5 canvas

I want to create a blur show effect like : http://www.flasheff.com/patternsshowcase/ (FESBlur).
I've tried to use http://www.quasimondo.com/StackBlurForCanvas/StackBlurDemo.html using setInterval and changing the radius of the effect on each "frame", but if I set the interval delay to a lower value(increase the effect's speed), it doesn't runs smooth ( I think it's beacuse it uses imageData, and changes the value of every pixel).
Do you have any ideea about how I could make that effect to run fast enough? (about 1 second from max blur to non-blur)
Thanks,
Gabriel
I'm no expert at any of this, but some very obvious things come to mind:
Method 1: Buffering. Buffering is probably the single most effective way to stop stutters. If you could delay the initiation of the animation by .25 seconds before actually outputting it, you could probably get half of the calculations done before the animation even starts.
Method 2: Caching. The time that a blur takes to process usually grows as the radius of the blur grows. Let's say you have 20 frames in your animation. If you can cache frame 5, 10, 15, and 20 (unblurred image) then you can get frames 1-4 from blurring 5 with a small radius, and you'll get frame 5 for free, then you can get frames 6-9 from blurring 10 with a small radius, and you'll get frame 10 for free, and so on.
Method 3: Interpolation/Blending of Coarse Blurs. Blending two images should be quicker than blurring one image. If you make your animation 21 frames (1-21), then you should be able to calculate frames 1, 5, 9, 13, 17, and 21. Those frames would be free, and you'd the other frames by blending them: frame 2 (F2) would be 75% F1 and 25% F5, F3 would be 50% F1 and 50% F5, and so on.
My guess is that this would take a decent amount of tinkering on your part. None of these are going to fix your problem by simply changing a parameter or two to some magic numbers.
Realize this, however: javascript doesn't really get to pick and choose when it will or will not get the attention of the processor, and it's not exactly high on the processor's list of priorities. If the processor decides to go on vacation for 1/10th of a second, there's probably nothing that you can do to stop the stutter.
Use requestAnimFrame instead of setInterval. More info on http://paulirish.com/2011/requestanimationframe-for-smart-animating/
I tested this with faster blur reduction on my FF5 and it seems to perform fine.
(function animloop(){
blurImage();
requestAnimFrame(animloop);
})();
function blurImage(){
stackBlurImage( "image1", "output", amount, true );
amount=amount-4;
}