一直困惑着我的東西,至今仍然存在,這就是爲什麼AS3中的Timer類沒有足夠快地更新以適應更低的毫秒數?爲什麼AS3中的定時器功能不夠快速地更新0.05秒?
我似乎記得,Flash能夠每20毫秒最多推送一次定時器更新(推薦) - 我爲最近的遊戲創建的定時器每50毫秒更新一次,但即使這樣掙扎。在本地它工作得很好,在網絡環境中,它沒有。
是否有什麼特定的我在這裏做錯了,或者是Flash只是真的不能在網上環境更新足夠快,做一個小數點後兩位的數字?
再次,這在當地正常工作。
我的計時器代碼是在這裏:
package src.gameShared {
import flash.display.Sprite;
import flash.utils.Timer;
import flash.events.TimerEvent;
import src.main;
public class timer extends Sprite {
private var _updateAmount:int = 50; // MUST give a whole number if divided by 1000 and less than 100. Recommended above 20. Gives 25, 40 or 50.
private var _timer:Timer = new Timer(_updateAmount,0);
private var _count:int = new int();
public function startTimer():void{
_timer.addEventListener(TimerEvent.TIMER, updateText, false, 0, true);
_timer.start();
}
public function stopTimer():void{
_timer.stop();
// Add to score
}
private function updateText(e:TimerEvent):void{
_count++
dtf_txt.text = returnTime();
}
// The below will display double minutes, double seconds and double milliseconds. Most math is based around the double milliseconds.
public function returnTime(_score:Boolean = false){
/*
** Minutes takes _count and divides it by (1000/50) = 20 (_updateAmount being 50), to give the value of 1 per second. If _count is 20, this has run 20 times and thus 1000 miliseconds have passed
** So the int can be set to 1. Minutes then checks to see if there is 60 of them (60 seconds).
** Seconds does the same, except it "caps" at 60 before resetting
*/
var _division:int = (1000/_updateAmount)
var minutes:int = Math.floor(_count /_division/60);
// Second is 1000 miliseconds
var seconds:int = Math.floor(_count /_division) % 60;
var milseconds:int = new int();
/* After how many ticks is it a second. So at 50, 20 ticks would be 100 so 1 second, but _count would only show 20. So we *5 to get 100.
** 100 = max num we want, divided by (1000 (1sec) divided by _updateAmount)
** 100/(1000/50) = 5. 5*20 (number of ticks at 50milli per sec) = 100 = what we want
*/
var _getMil:Number = 100/(1000/_updateAmount) // 5 (20 lots of _updateAmount per second, we want an update on every tick. We do *5 as 20 updates fits into 100 that way)
// How many updates to fit into 1000 (1 sec), then divide it by 10 as we want a single digit result
var _getSmallMil:Number = (1000/_updateAmount)/10 // 2 (20 lots of _updateAmount per second, we only want an update every 2nd for the whole number, so we half _count)
_score == false ? milseconds = Math.floor(_count*_getMil) % 100 : milseconds = Math.floor(_count/_getSmallMil) % 10;
// Easier to read code that does the same thing but isn't dynamic:
// _score == false ? milseconds = Math.floor(_count*5) % 100 : milseconds = Math.floor(_count/2) % 10;
var secString:String = (seconds < 10) ? ("0" + String(seconds)) : String(seconds);
var minString:String = (minutes < 10) ? ("0" + String(minutes)) : String(minutes);
if(_score){
var milString:String = String(milseconds);
if(minutes >= 1){
var _holder:int = int(secString);
_holder = _holder + (minutes*60);
secString = String(_holder);
}
return secString+"."+milString;
}
else{
var milString:String = (milseconds < 10) ? ("0" + String(milseconds)) : String(milseconds);
return minString+":"+secString+":"+milString;
}
}
}
}
閃存渲染性能是真窮,除非你使用*所有*正確的技術,即使如此,它也不可能跟上你想要的速度。 – Marty 2012-07-29 23:07:54
執行更新循環所需的最快速度等同於當前幀速率。如果您在幀之間進行多次更新,則會進行不必要的計算。 – zzzzBov 2012-07-30 01:31:34
這個SWF的幀速率是24,每秒更新的數量是20,應該不是說這應該可以嗎? – 2012-07-30 14:49:19