i was always under the impression that the best way of doing that (for games
sprite animations for instance) is bitmap 'blitting' where you use a
tilesheet and then use bitmap draw to pull the current frame you want to
show into your actual sprite

a quick search turned this up which looks pretty comprehensive:
http://www.8bitrocket.com/2008/07/02/tutorial-as3-the-basics-of-tile-sheet-animation-or-blitting/

<http://www.8bitrocket.com/2008/07/02/tutorial-as3-the-basics-of-tile-sheet-animation-or-blitting/>
best
a

On 8 September 2010 20:21, Zeh Fernando <[email protected]> wrote:

> Just have them all on stage and set visible on and off. No crazy setup
> needed.
>
>
> Zeh
>
> On Wed, Sep 8, 2010 at 2:50 PM, Kevin Newman <[email protected]> wrote:
>
> >  What is the fastest way to animate a series of bitmaps (say 20 frames).
> >
> > Here's a couple of ideas:
> >
> > A single big image behind a frame sized mask, move it one frame
> > onEnterFrame.
> >
> > A series of memory cached Bitmap objs, swap them using
> addChild/removeChild
> > (or set visible?) onEnterFrame.
> >
> > A series of memory cached BitmapData objs swap them by resetting
> > bmp.bitmapData onEnterFrame.
> >
> > Anything faster is nice too - particularly on mobile.
> >
> > Thanks!
> >
> > Kevin N.
> >
> >
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> >
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