Kerry Thompson wrote:
> Well, now there's an interesting optimization point. Two ways of
> approaching it:
>
> (1) 1 fps frees up a lot of processing time in the idle period between
> beginFrame and endFrame. A timeout object could trigger a handler in my
> main sprite 60 times per second, and that handler could move its sprite and
> broadcast its location and vector. The downside--sending the message to
> some 80 sprites with sendAllSprites.
>
> (2) 60 fps, and the sprites all accessing global variables. The downside is
> handling a lot of extra prepareFrame, enterFrame, and endFrame events.
If you don't have to be polite to any other processing, you could put it
all in one great muckin' loop with local variables and not do any
enter/exitframe stuff until the animation is done.
It's brutish and in-elegant style-wise and could end up hard to re-use
or modify, but if speed is the imperative you cut every corner you run
into. You can tweak the movement factors for the main sprite to get the
animation speed you want on the target machine.
--
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