> are you trying to do frame rate independent animation based on a fixed frame > rate (eg you switch from 30 to 60 and everything should move at the same pace > but more fluid Yep - that is the one… all my game physics is independent of framerate (time based)… however, I am trying to get other non-physics based animated objects/code to work the same way (i.e. the camera), and I am finding it a little difficult.
Will try your solution - although it looks like it's for the other option (variable framerate)…. Thank you for helping…. Karim Beyrouti t: +44 (0) 7977 997 629 e: ka...@kurst.co.uk w: http://kurst.co.uk skype: karimbeyrouti 109 Timber Yard, Drysdale Street, Hoxton, London, N1 6ND On 26 Oct 2012, at 15:21, Hans Wichman wrote: > Hi, > > are you trying to do frame rate independent animation based on a fixed frame > rate (eg you switch from 30 to 60 and everything should move at the same pace > but more fluid), or trying to make up a variable framerate due to running > code? > > Anyway since you are keeping y constant I compressed the code a bit, is this > what you are looking for? > > private function enterFrame( event : Event ) : void { > sp.x += speed * spDir; > if ( 0 > sp.x|| ( sp.x + sp.width ) > stage.stageWidth ) spDir = > -spDir; > > var lSpeedPerSecond:Number = 300; > var lSpeedPerFrameConstant:Number = lSpeedPerSecond / > stage.frameRate; > var lSpeedPerFrameVariable:Number = lSpeedPerSecond * > (getTimer()-t0)/1000; > > spc.x += lSpeedPerFrameConstant* spcDir; > //spc.x += lSpeedPerFrameVariable * spcDir; > > if ( 0 > spc.x|| ( spc.x + spc.width ) > stage.stageWidth ) spcDir > = -spcDir; > > t0 = getTimer(); > } > > hth > jc > > > On 26-10-2012 15:29, Karim Beyrouti wrote: >> Hello Flash coders, >> >> It's been a little quite here of late… So, hope it's good with with you all. >> … I have been trying to figure this out for a day or so, and wondering if >> you can help. I am trying to time correct my animation to be independent of >> framerate, which is a little easier when dealing with physics (scaling >> velocity / position) than non physics animation… In my app physics is time >> corrected, however I have some code that is not physics based an am trying >> to have that running independently of framerate (and not really succeding). >> >> In the following demo: >> http://kurst.co.uk/transfer/timecorrection/TimeCorrection.swf >> >> I have two rects ( green and red ). The green one is being time corrected, >> and I would expect it to follow the red one ( as there is no lag in >> framerate )… however as you can see - it's not >> really working. >> >> Using the following formula to correct it: >> >> var spcTargetPosition : Point = new Point() >> spcTargetPosition.x = ( spc.x + ( spc.x + 10 ) ) * speed * spcDir; >> spcTargetPosition.y = spc.y; >> >> dt = 0.001 * (getTimer() - t0); >> time += dt; >> t0 = getTimer(); >> >> spc.x = spc.x + ( dt * spcTargetPosition.x ); >> >> >> Here is the full code: >> http://kurst.co.uk/transfer/timecorrection/TimeCorrection.as >> I would love it if you can point out where I am going wrong... >> >> >> Best regards >> >> >> Karim Beyrouti >> >> t: +44 (0) 7977 997 629 >> e: ka...@kurst.co.uk >> w: http://kurst.co.uk >> skype: karimbeyrouti >> >> 109 Timber Yard, Drysdale Street, Hoxton, London, N1 6ND >> >> >> Karim Beyrouti >> >> t: +44 (0) 7977 997 629 >> e: ka...@kurst.co.uk >> w: http://kurst.co.uk >> skype: karimbeyrouti >> >> 109 Timber Yard, Drysdale Street, Hoxton, London, N1 6ND >> >> _______________________________________________ >> Flashcoders mailing list >> Flashcoders@chattyfig.figleaf.com >> http://chattyfig.figleaf.com/mailman/listinfo/flashcoders > > _______________________________________________ > Flashcoders mailing list > Flashcoders@chattyfig.figleaf.com > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders _______________________________________________ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders