Is this a good implementation of the gameloop - actionscript-3

I have implemented a gameloop in Flash/Actionscript/Starling and I want to throw it at you to see if this is a valid implementation.
I wanted to have a variable time step approach.
private var _deltaTime:Number = 0;
private var _lastTime:Number = 0;
private var _speed = 1000 / 40;
private function onEnterFrame() {
var now = new Date().getTime();
var delta = now - _lastTime;
_deltaTime += delta - _speed;
_lastTime = now;
//skip if frame rate to fast
if (_deltaTime <= -_speed) {
_deltaTime += _speed;
return;
}
update();
}
private function update() {
updateGameState();
if (_deltaTime >= _speed) {
_deltaTime -= _speed;
update();
}
}
What I got sofar is that I have a constant speed (more or less).
My question is is there a better approach so that the movements will appear even
smoother.
What is really surprising to me is that even thou the FPS is pretty much constant (60FPS)
the movement is sometimes bumpy yet smoother than with the naive gameloop.

Youre on the right track - assuming that onEnterFrame is triggered in some way by Event.ENTER_FRAME - instead of skipping update, call it on every frame but pass in the time elapsed:
private function onEnterFrame() {
var now = new Date().getTime();
var delta = now - _lastTime;
_lastTime = now;
updateGameState(delta/1000);//divide by 1000 to give time in seconds
}
In updateGameState, you can utilise 'delta' to calculate movement etc, eg:
function updateGameState(timeElapsed:Number):void {
myAlien.x += myAlienSpeedPerSecond*timeElapsed;
}
This way you get smooth movement even when frame rate varies.

from the Starling introduction pages, it shows that time elapsed is built into the EnterFrameEvent class.
// the corresponding event listener
private function onEnterFrame(event:EnterFrameEvent):void
{
trace("Time passed since last frame: " + event.passedTime);
enemy.moveBy(event.passedTime * enemy.velocity);
}
http://wiki.starling-framework.org/manual/animation#enterframeevent

Related

AS3: Score based on timer

I'm making a game in AS3 and I've been trying to make a score based on the time since the game started, the score would show when the game is over and would basically be the seconds since the game started multiply by 1000. But I'm struggling to see how to do such thing since I've made the timer in a separate class and I'm trying to add the score to the main document class.
Here's what I've tried:
in the main class:
score.affichageScore.text = "votre score: " + chrono.seconds * 1000;
in this, is the timer class where I used a Date class:
package cem {
import flash.display.MovieClip;
import flash.events.*;
public class Chronometre extends MovieClip {
var begin: Date;
public var seconds: uint = 0;
public function Chronometre() {
// constructor code
}
//************************************************Start the chrono*********************************************//
public function start() {
begin= new Date();
this.addEventListener(Event.ENTER_FRAME, _actualize);
}
//************************************************Stop the chrono*********************************************//
public function stop() {
this.removeEventListener(Event.ENTER_FRAME, _actualize);
}
//************************************************Actualize the chrono*********************************************//
private function _actualize(e: Event) {
var msSpent: uint = new Date().getTime() - begin.getTime();
seconds = Math.floor(msSpent/ 1000);
var milliseconds: uint = msSpent- (seconds * 1000);
affichage.text = seconds + ":" + milliseconds;
}
}
}
The obvious problem is how to get the ''seconds'' variable value from the timer class to the ''score'' variable in the main class?
Please don't create a new date on each frame - this is the worst option performance wise. As null have mentioned there is a timer class that could count the time but it can be even easier:
getTimer();
This returns the number of milliseconds since the swf was started. So you could do this straight in your main game class:
// when the game starts
gameStartTime = getTimer();
// when the game ends
gameEndTime = getTimer();
// calculate score with one point for each millisecond
// (might be even better so that your scores won't always end in 000)
myScore = gameEndTime - gameStartTime;
// 1000 points for each second:
seconds = Math.floor((gameEndTime - gameStartTime) / 1000);
myScore = seconds * 1000;

Adding additional time to main timer from movieclip?

Hi so yeah in the main timeline I have the timer
var count:Number = 300;//Count down from 300
var myTimer:Timer = new Timer(1000,count);
myTimer.addEventListener(TimerEvent.TIMER, sayHello);
function sayHello(e:TimerEvent):void
{
trace("Current Count: " + myTimer.currentCount);
}
And when you go into the movieclip reimoi_mcand click the useplush button I want to be able to add additional seconds onto the timer. The following is the code in the reimoi_mc clip but yeah I really have no idea how to make this work, please help ;0; (I have to use MovieClip(root) to access the running timer from the main timeline within the movieclip)
import flash.events.MouseEvent;
import flash.utils.Timer;
import flash.utils.getTimer;
stop();
useplush.addEventListener(MouseEvent.CLICK, addtime);
function addtime(e:MouseEvent):void
{
MovieClip(root).count += 2;
MovieClip(root).myTimer.repeatCount += MovieClip(root).count; //add time to the timer
trace("new time " + myTimer.currentCount);
}
I think what you are trying to do is add 2 seconds to the timer in the click handler, and then show how much time is left? If so, just a couple tweaks will do:
function sayHello(e:TimerEvent):void {
trace("Time Left: " + myTimer.repeatCount - myTimer.currentCount); //time left is the repeat count - the current count
}
function addtime(e:MouseEvent):void {
MovieClip(root).myTimer.repeatCount += 2 //add 2 more ticks to the timer (currentCount will always remain the same unless the timer is reset)
trace("new time remaining: " + MovieClip(root).myTimer.repeatCount - MovieClip(root).myTimer.currentCount);
}
BONUS CODE!
If you wanted to make it agnostic of the timer delay (let's say you want it to update quicker than 1 second for instance), you could do this:
var startingTime:Number = 20; //the initial time in seconds
var myTimer:Timer = new Timer(200); //your timer and how often to have it tick (let's say 5 times a second)
myTimer.repeatCount = startingTime * Math.ceil(1000 / myTimer.delay); //set the initial repeat count
myTimer.addEventListener(TimerEvent.TIMER, sayHello);
myTimer.start();
function sayHello(e:Event):void {
trace("Time Left: " + ((((myTimer.repeatCount - myTimer.currentCount) * myTimer.delay) / 1000)) + "seconds");
}
And in your other object:
stage.addEventListener(MouseEvent.CLICK, function(e:Event){
myTimer.repeatCount += Math.ceil(2000 / myTimer.delay); //add 2000 milliseconds to the timer
});
You'd better use an external counter to count the time, instead of stuffing it into a Timer object. You would then need timers to measure delays, and listeners to count them.
var myTimer:Timer=new Timer(1000); // no second parameter
public var secondsLeft:int=300; // former "count"
myTimer.addEventListener(TimerEvent.TIMER, sayHello);
function sayHello(e:TimerEvent):void {
secondsLeft--;
trace("Seconds left:", secondsLeft);
if (secondsLeft<=0) {
myTimer.stop();
myTimer.reset();
// whatever else to trigger when time runs out
}
}
And then you just add to secondsLeft and update the scoreboard.

Actionscript 3/Flash: Basic Game Loop Stuttering Problems

I'm trying to make a basic game in Flash and Actionscript 3.
As of now, I've been working on a smooth game loop but ran into problems. I tried to implement a fixed time-stamp loop seen: http://gafferongames.com/game-physics/fix-your-timestep/ and in Flixel.
The main issue that I have right now is that moving a simple object across the screen produces noticeable stuttering. I am aiming for a smoother experience but can't seem to figure out what the issue is.
The main loop is called on an Event.ENTER_FRAME at 60 fps.
These variables are instantiated first:
public var total:uint = 0;
public var fixedDT:Number = 1000.0/60.0; //Shoot for 60 FPS in MS
public var accumulator:int = 0;
public var maxAccumulation:uint = 120;
This is the main loop on every ENTER_FRAME:
//Most times are in ms
var mark:uint = getTimer();
var elapsedMS:uint = mark-total;
total = mark;
accumulator += elapsedMS;
if(accumulator > maxAccumulation){
accumulator = maxAccumulation;
}
while(accumulator > fixedDT){
step();
accumulator = accumulator - fixedDT;
}
//Convert from ms to secs. to interpolate graphics drawing (linear interpolation)
renderGameState(accumulator/fixedDT/1000.0);
step() is just updating every game-object with the fixed delta-time. The game object update function is simple and is as follows:
//First part is just updating the previous position for graphic interpolation
position.x += velocity.x*deltaTime;
position.y += velocity.y*deltaTime;
For rendering, I am just drawing bitmap.copyPixel. The graphical interpolation I mentioned is using a basic linear interpolation function that uses prev./curr. position and deltaTime to calculate the drawX/Y.
public function render(bitmap:BitmapData, deltaTime:Number, xOff:Number, yOff:Number):void{
this.x = lerp(prevPosition.x,position.x,deltaTime) + xOff;
this.y = lerp(prevPosition.y,position.y,deltaTime) + yOff;
bitmap.copyPixels(bitmapData, bitmapData.rect,new Point(this.x,this.y),null,null,true);
}
public function lerp(v0:Number, v1:Number, t:Number):Number {
return (1-t)*v0 + t*v1;
}
However, there is noticeable stuttering appearing. In the image below, I don't clear the bitmap before drawing to it. You should be able to see that there's a lot of variation between the spacing of circles rendered, and sometimes it's extremely noticeable.
http://i.stack.imgur.com/00c39.png
I would appreciate any help at all, thanks!
I don't know if this helps but here's the code I use to fix my time step.
private var _pause :Boolean;
private var _prevTimeMS :int;
private var _simulationTime :Number;
override public function update():void
{
super.update();
if (!_pause)
{
var curTimeMS:uint = getTimer();
if (curTimeMS == _prevTimeMS)
{
return;
}
var deltaTime:Number = (curTimeMS - _prevTimeMS) / 1000;
if (deltaTime > 0.05)
{
deltaTime = 0.05;
}
_prevTimeMS = curTimeMS;
_simulationTime += deltaTime;
while (space.elapsedTime < _simulationTime)
{
// Your game step goes here.
_space.step((stage.frameRate > 0) ? (1 / stage.frameRate) : (1 / 60));
}
}
}
(Originally taken from a Nape Physics sample)

Need help using a timer in Action Script 3

Alright, so I am fairly new to AS3 and I have a level in my game where you have to stay alive for 45 seconds. If I use a code like (Or if there is a better code, I'll use that one)
var myTimer:Timer = new Timer(1000, 1); // 1 second
myTimer.addEventListener(TimerEvent.TIMER, runOnce);
myTimer.start();
function runOnce(event:TimerEvent):void {
trace("runOnce() called # " + getTimer() + " ms");
}
How can I use this to make my game move to scene 6 if they stay alive for 45 seconds? I also want to display text on the animation that keeps track of how long they've been alive so they know how long they have left. How could I accomplish this?
private var startTime:int;
function startGame() {
// this is called when your game starts
startTime=getTimer();
... // rest of init code
}
function onEnterFrame(e:Event):void {
// main loop, whatever you need to do in here
currentTime=getTimer()-startTime; // here we receive the elapsed time
// pause handling is excluded from this example!!11
if (weAreDead()) {
survivalTime= currentTime;// here
...
} else if (currentTime>45000) {
//advance to scene 6 here
}
}
Set the listener for Event.ENTER_FRAME to onEnterFrame, start the game with setting the stored time, and pwn.
The simplest solution is to go ahead and use the timer, but set the value to 45000 and make sure to keep a reference of the timer or it will be garbage collected. Also, create a separate function which allows you to kill the timer from anywhere if this particular thing ever needs to just "go away" without completing.
public static const DELAY:int = 45;
private var _timer:Timer;
public function setTimer():void
{
_timer = new Timer( DELAY * 1000, 1 );
_timer.addEventListener( TimerEvent.TIMER_COMPLETE, timerCompleteHandler );
_timer.start();
}
private function timerCompleteHandler( event:TimerEvent ):void
{
disposeTimer();
goDoTheThingThatYouNeededToDo();
}
public function disposeTimer():void
{
_timer.stop();
_timer.removeEventListener( TimerEvent.TIMER_COMPLETE, timerCompleteHandler );
_timer = null;
}

How to reduce the timer's time while timer is running (ActionScript 3.0)

In my case, the timer I make doesn't reduce its time whenever a function is called. What code will I change or add in order to reduce the time in my timer?
Timer code:
var count:Number = 1200;
var lessTime:Number = 180;
var totalSecondsLeft:Number = 0;
var timer:Timer = new Timer(1000, count);
timer.addEventListener(TimerEvent.TIMER, countdown);
timer.addEventListener(TimerEvent.TIMER_COMPLETE, timesup);
function countdown(event:TimerEvent) {
totalSecondsLeft = count - timer.currentCount;
this.mainmc.time_txt.text = timeFormat(totalSecondsLeft);
}
function timeFormat(seconds:int):String {
var minutes:int;
var sMinutes:String;
var sSeconds:String;
if(seconds > 59) {
minutes = Math.floor(seconds / 60);
sMinutes = String(minutes);
sSeconds = String(seconds % 60);
} else {
sMinutes = "";
sSeconds = String(seconds);
}
if(sSeconds.length == 1) {
sSeconds = "0" + sSeconds;
}
return sMinutes + ":" + sSeconds;
}
function timesup(e:TimerEvent):void {
gotoAndPlay(14);
}
At this point the timer.start(); is placed on a frame so that the timer starts as it enters the frame.
The delay property on Timer is what you are looking for. In your handler, change the timer's delay:
function countdown(event:TimerEvent)
{
totalSecondsLeft = count - timer.currentCount;
this.mainmc.time_txt.text = timeFormat(totalSecondsLeft);
//change the timer delay
timer.delay -= lessTime;
}
I assumed by your code sample that you wanted to subtract lessTime from the timer delay on each timer interval. If you want to change the delay to something else, then just adjust the code accordingly.
UPDATE
The above code is for decreasing the interval (delay) between each timer fire. If what you'd like to do instead is decrease the the amount of intervals (repeatCount) it takes for the timer to reach TIMER_COMPLETE, then you want to change the repeatCount property on Timer:
//set the timer fire interval to 1 second (1000 milliseconds)
//and the total timer time to 1200 seconds (1200 repeatCount)
var timer:Timer = new Timer(1000, 1200);
//reduce the overall timer length by 3 minutes
timer.repeatCount -= 300;
ANOTHER UPDATE
Keep in mind that when you alter the repeatCount, it doesn't affect the currentCount. Since you are using a separate count variable and timer.currentCount to calculate the displayed time remaining, it doesn't look like anything is changing. It actually is though - the timer will complete before the displayed time counts down to zero. To keep your time left display accurate, make sure to subtract the same amount from count as you are from repeatCount:
timer.repeatCount -= 300;
count -= 300;