Spritesheet with mask or separate image files? - actionscript-3

I'm making an animation of a 2D character that can walk, run, jump, bend,...
Would it be better to load one big 'spritesheet' with all the animations and just use a mask, or would loading separate files (walk, run,...) be better because you're not using a mask on such a big image every frame?
I'm not using the Stage3D features with a framework like Starling because I think the normal flash display API is fast enough and has much less bugs than the relatively new GPU frameworks.

Blitting just the character (using lock(),copyPixels(),unlock()) works pretty well.
private function updatePixels():void{
//update sprite sheet copy position based on the frame placements ons prite sheet
position.x = spriteSourceData[currentFrame].x + offset.x;
position.y = spriteSourceData[currentFrame].y + offset.y;
//draw into the bitmap displayed
displayData.lock();
displayData.fillRect(displayData.rect, 0x00FFFFFF);//clear
displayData.copyPixels(sourceData, spriteData[currentFrame], position);//copy new frame pixels
displayData.unlock();
}
//a bit about vars:
position:Point
spriteSourceData:Vector.<Rectangle> - from parsed Texture Packer data
offset:Point - front view and side view animations weren't always centred, so an offset was needed
displayData:BitmapData - pluging into a Bitmap object displayed
sourceData:BitmapData - the large sprite sheet
currentFrame:int - image index on the sprite sheet
I've done this on an older project writing a custom class loosely following what I've learned from Lee Brimelow's tutorial series Sprite Sheets and Blitting (Part 1,Part 2, Part 3)
In short, you'd use two BitmapData objects:
a large sprite sheet
a small image to display just the character (size of the largest character bounding box) to copy pixels into
In my project I had a character with front and side animations and for the sides I've used one set of animations and used the Matrix class to flip(scale and translate) the side animation accordingly. I've used TexturePacker to export the image sequence as a sprite sheet and the frame data as well as a JSON object. There is native JSON support now, so that's handy. Texture Packer isn't free but it's really worth the money (affordable, fast and does the job perfectly). I haven't used Flash CS6 yet but I imagine it's also possible to import your image sequence and export a spritesheet with the new feature.

In my experience the rule "the simpler the display list the better the performance" generally applies. Which means you should use the most specific display object that will do the job (don't use a Sprite when a Shape would be sufficient or favor Bitmaps over vectors where it makes sense).
The most extreme version of this is to only have one Bitmap display object on the stage and use copyPixels to draw all game objects into it every time you want to update the screen. It doesn't really matter what the source in the copyPixel call is, it could either be a large BitmapData acting as a sprite sheet or a small BitmapData objects representing a single frame in an animation. This method is really fast and you could easily have many hundreds of objects on screen at the same time. But using copyPixels means you can't scale or rotate a game object, so for those cases you would have to fall back to the much slower draw() method. Of course this single Bitmap method is not suitable for games where you need to attach mouse events to specfic objects in the game, but works well for shoot'em ups or platform games.
To answer your question, I think you will get better performance by using a single Bitmap display object to represent the player and a collection of BitmapData objects for all the animation frames. Then you can just change the Bitmap's bitmapData property to the frame you want to display. You can still load a large spritesheet png and then plit it up into a series of BitmapData objects during the initialization of the game.

Related

How do i create an animation in AS3?

I am making a game in AS3 for a school project (using the AIR api). I have about a year's worth of experience in AS3, so i would say i'm proficient but not an expert. Anyway, i have never attempted to do sprite animations in AS3 and i'm not quite sure how to approach it.
If i create a list of bitmaps and call addChild() and removeChild() to display each frame of the animation, it would affect the framerate as these functions are not very efficient (i have tried this before and it tanked my framerate if i had too many animations going at once). I have also tried creating a list of BitmapData objects, adding a bitmap to the display list, and then pointing it to a different BitmapData each frame, but this does not seem to work at all.
So what is the best way to do this? In XNA, for example, i would create a sprite class that draws to the screen using a sprite batch, then i would create a list of sprite objects and cycle through them to create the animation. Is there any way to achieve a similar result in actionscript?
First (simple) method: you can just use multi-frame MovieClip for animation. Put an image in each frame, put a MovieClip on the stage and that's all. You can control this animation using play(), stop(), gotoAndPlay(), gotoAndStop(). It will work without much problems for a generic platform game (I did that myself long ago).
Second (advanced) method: use bitmap blitting. For each animation, create a bitmap image that holds each frame of the animation. Use this image as a source for copying pixels into your current animated object. You just need to copy a particular rectangle area inside a source bitmap that corresponds to the current frame.
The actual blitting happens here
destinationBitmapData.copyPixels(sourceBitmapData, areaRectangle, destinationPoint);
Where destinationBitmapData is your "canvas" that you're blitting to; sourceBitmapData is the source image holding all animation frames; areaRectangle is the Rectangle inside the source image defining which area to copy; destinationPoint is left-top coordinate of the copy area in your canvas.
The destination canvas can be just one small object (like your game character that is moving around) or the entire game screen with all objects. I.e. instead of blitting and adding each object separately, you can just have one big canvas and blit any necessary parts directly to it.
That said, there is already a number of various ready-made engines that use blitting and even advanced techniques like 3D acceleration for 2D sprites.
One of them is Starling.

Actionscript 3: Drawing lines and bitmaps the right way

I'm just getting started with Flash/ActionScript and it seems to be the general consensus to create Sprites, Bitmaps, MovieClips, etc for various objects in order to represent pictures and other graphics.
However, the way I'm used to writing games and whatnot in other languages is to just loop repeatedly and each frame use something similar to the Graphics object to redraw the scene on the main Sprite. Is this how it's also done in Flash, and is it good practice? I can do it this way, but I'm wondering if there's some Flash ecosystem standard instead.
Here's an example of the way I'm used to:
public class MyApp extends Sprite
{
public function MyApp()
{
var t:Timer = new Timer(20);
t.addEventListener(TimerEvent.TIMER, update);
t.start();
}
public function update(e:TimerEvent)
{
this.graphics.clear();
//Rendering code and updating of objects.
}
}
Is this acceptable?
Well, it depends.
In Flash, you have the option of relying on the Flash Player's vector rasterizer and rendering system, which will figure out all the redrawing for you. For instance, you can draw once to a Sprite then simply apply transforms to the sprite (set x, y, width, height, rotation, scaleX, scaleY, transform.matrix, transform.colorTransform, etc). Any of these objects could be a vector shape or a bitmap, and you can also use cacheAsBitmap and cacheAsBitmapMatrix for even more redraw optimization. The Flash Player will only redraw areas that change, on the frame that they change. I would consider this the traditional "Flash way".
Using the Graphics API is just a programmatic way to create vector shape data. Think of it as a code alternative to drawing in the Flash IDE. You could draw using Graphics once when the object is created, or if you needed to change the actual shape (ie not just the transform) you are correct that you would clear() and redraw it. However, ideally you would not be doing that a lot. If you find yourself redrawing the shape a lot, you might want to move to a pre-rendered sprite-sheet approach. In that case you use BitmapData to more quickly copy pre-drawn pixel data to a Bitmap object. This is generally faster than relying on the vector rasterizer to render your Graphics commands, as long as you use the fast pixel methods like copyPixels(). This is probably closer to the sort of rendering systems you are used to in other platforms that don't have a vector rasterizer built in.
Lastly, it's worth noting that the newest (and fastest) way to render objects in Flash is completely different than all that. It's called Stage3D and it uses a completely different rendering pipeline than the vector rasterizer. It's powered by GPU rendering APIs, so it's blazing fast (great for games) but has no vector rasterizing abilities. It can be used for both 3D and 2D. It's a bit more involved to work with, but there are some useful frameworks to make it easier, most notably the Starling 2D framework.
Hope that helps.
The "Flash way" is to use EnterFrame event instead of using timer to draw. You must make your calculation whenever you want but let flash draw you scene.
It works the same way in actionscript.
public class App extends Sprite // adding "my" to identifier names doesn't add any information, so there's no real point in doing it
{
public function App()
{
addEventListener(Event.ENTER_FRAME, update); // "each frame"
}
private function update(e:Event):void //not just parameters of functions have a type, but also their return value
{
graphics.clear(); // no need for "this" here
//Rendering code and updating of objects.
}
}
Keep in mind that the Graphics API is vector based and as such will only draw so many things before dropping performance.
Sprite is a general purpose container, not to be confused with what the term "sprite" stands for in a sprite sheet.
What you are probably referring to when saying "main Sprite" is some rectangular region of pixels that you can manipulate.In this case, a BitmapData is what you want, which is displayed with a Bitmap object.
BitmapData does not offer a graphics property. Essentially, drawing vectors and manipulating pixels are treated separately in As3. If you want to draw a line in a BitmapData object, you'd have to first draw the line as a vector into a Sprite (or better Shape, if all you want to do is draw on it) using its graphics property, then use draw() of BitmapData to set its pixels according to the drawn line.

AS3 - looping through movieclips and rasterizing them to bitmapdatas - how to be sure frames are ready?

this is a newer version to a question i have asked before but have not received an answer to.
I am developing a mobile AIR app with many animations and tests have shown that using bitmaps and GPU rendering give the best performance across all mobile models. I receive normal vector animations from the app's artists, and have built a system which loops through these animations at runtime and draws the content into bitmapdatas.
my concern is looping through the movieclip's frames. If I have these lines of code:
for (var i:uint=1; i<mc.totalFrames+1; i++) {
mc.gotoAndStop(i);
bitmapData.draw(mc);
}
I can't be sure the frame got "constructed" before being drawn, and my tests with an Android tablet prove this right - sometimes frames aren't drawn.
This mc is off the display list obviously (we dont need to render to the screen). So is there a way to make sure the frame has been built before drawing it to a bitmapdata? (and waiting for FRAME_CONSTRUCTED, EXIT_FRAME, etc.. is obviously slow and unneeded)
any ideas?
thanx
Saar
more info to clarify:
this is a children's book. each page has animations in it. all these animations are vector animations in timelines in FLAs I receive from the devloping artists (not the users).
Every page has an FLA which i publish to a swf.
what i actually do is replace vector animations in loaded SWFs with bitmap version of them.
At app runtime, upon each new page, i load the swf, go though all the animations in it (looping through the content's children) and each movieclip i rasterize into array of bitmapdatas.
My custom "Bitmap Movieclip" places on the displaylist a replcaement bitmap for each movieclip, and on ENTER_FRAME i switch the bitmaps' bitmapdatas from the array.
this gives very hight performance
I'd suggest use a splash screen, and place your MC to be converted to the bitmap to the stage first, then draw to your bitmapData. Several issues had me force to put a DisplayObject being drawn to the stage before actual drawing once already, so this might be a quick fix for you too.
var splashBD:BitmapData=new BitmapData(stage.stageWidth,stage.stageHeight,false,0xffffff);
var splashBM:Bitmap=new Bitmap(splashBD); // draw a thing as needed here
addChild(splashBM);
addChildAt(MC_to_convert,getChildIndex(splashBM));
// then advance it by frames and draw.
sorry MY BAD
waiting for FRAME_CONSTRUCTED is the answer

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.

How do I approach rendering text in a fully sprite based game? (ActionScript 3)

I've created a Canvas class which has an Array of multiple instances of CanvasEntity. Each of these has a skin property which is a reference to a previously created instance of BitmapData, representing some graphics that can be used.
The Canvas runs through this list each frame to perform a render:
lock() the canvas
Clear the canvas using fillRect().
Loop through the aforementioned Array and use copyPixels() on each of the instances' skin properties.
unlock() the canvas.
This is all fine, but now I'm a bit unsure of the best way to approach rendering text in the same fashion.
Do I need to make a sprite sheet with all of my glyphs on it, just like I do for all the frames of any other object? Or is there a simpler way to create a piece of BitmapData that will represent these?
Making a sprite sheets seems painful as there would need to be individual objects representing each glyph to be rendered.
So far I have this as a sprite sheet:
You don't need an individual object for every character. If you want a low-cost text display, have a single class that extends CanvasEntity and accepts a string in the constructor, copies relevant data from the spritesheet to the skin.
The average game doesn't contain that many text. It's generally not a performance critical part that requires to much optimization. You could just create a normal sprite, add a TextField with the text and style you need and copy that graphic to canvas. Maybe chache the text graphics if you need them more often.
If you want some animation (character-by-character-appears-with-annoying-sound-of-typewriter-effect), you probably should go with the sprite sheet. But you can create that dynamically just once, using the same technique. Loop through every possible character of your font, draw it to your sheet.