Re: [Flashcoders] Pixel precise

2008-12-20 Thread Juan Pablo Califano
I don't think using coercion rather than a Math method will make a noticeable difference in performance, really. But even though it's a bit faster, the results won't be always correct if what you're looking for is rounding (instead of just discarding decimals). Also keep in mind that int() works

Re: [Flashcoders] Pixel precise

2008-12-17 Thread laurent
: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Jiri Heitlager Sent: woensdag 17 december 2008 15:11 To: Flash Coders List Subject: Re: [Flashcoders] Pixel precise Casting to int is faster. var tX:int = int(sprite.x) Jiri jonathan howe wrote

Re: [Flashcoders] Pixel precise

2008-12-17 Thread jonathan howe
: woensdag 17 december 2008 15:11 To: Flash Coders List Subject: Re: [Flashcoders] Pixel precise Casting to int is faster. var tX:int = int(sprite.x) Jiri jonathan howe wrote: Hi, Laurent, You could use localToGlobal(), apply Math.round() to this global point, compare the original global

RE: [Flashcoders] Pixel precise

2008-12-17 Thread Cor
OK, thanks! -Original Message- From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of laurent Sent: woensdag 17 december 2008 17:24 To: Flash Coders List Subject: Re: [Flashcoders] Pixel precise int( ) is casting the content

Re: [Flashcoders] Pixel precise

2008-12-17 Thread Ian Thomas
: [Flashcoders] Pixel precise int( ) is casting the content to integer, it has the effect to drop off the decimal part. Same as Math.floor but lots faster L Cor a écrit : If the sprite.x is not an exact round number (so not an correct integer) wouldn't that throw an error??? -Original Message

[Flashcoders] Pixel precise

2008-12-17 Thread laurent
Hi, Is there a way to be sure elements are positionned précisely on a Pixel ? I have a sprite containing sprites that are positionned on integer coordinates so they are pixel positionned. And this sprite is re-positionned when the window resize, so I used int() to be sure I got x and y as

Re: [Flashcoders] Pixel precise

2008-12-17 Thread Jiri Heitlager
Coders List Subject: Re: [Flashcoders] Pixel precise Casting to int is faster. var tX:int = int(sprite.x) Jiri jonathan howe wrote: Hi, Laurent, You could use localToGlobal(), apply Math.round() to this global point, compare the original global point with the rounded version

RE: [Flashcoders] Pixel precise

2008-12-17 Thread Cor
To: Flash Coders List Subject: Re: [Flashcoders] Pixel precise Casting to int is faster. var tX:int = int(sprite.x) Jiri jonathan howe wrote: Hi, Laurent, You could use localToGlobal(), apply Math.round() to this global point, compare the original global point with the rounded version

Re: [Flashcoders] Pixel precise

2008-12-17 Thread -whispers-
try using Math.round() on your position values... - Original Message - From: laurent To: Flash Coders List Sent: Wednesday, December 17, 2008 7:39 AM Subject: [Flashcoders] Pixel precise Hi, Is there a way to be sure elements are positionned précisely on a Pixel ? I

Re: [Flashcoders] Pixel precise

2008-12-17 Thread jonathan howe
Hi, Laurent, You could use localToGlobal(), apply Math.round() to this global point, compare the original global point with the rounded version, and then offset the child's coordineates by the differences. Caveats are: - if you do this multiple places in a display hierarchy, you'd need to work

Re: [Flashcoders] Pixel precise

2008-12-17 Thread Matt S.
Make sure to always do Math.round to your x's and y's, so: mc.x = Math.round(xPos); mc.y = Math.round(yPos); And make sure to do the same to all mc's contained within it. .m On Wed, Dec 17, 2008 at 8:39 AM, laurent laur...@logiquefloue.org wrote: Hi, Is there a way to be sure elements are

Re: [Flashcoders] Pixel precise

2008-12-17 Thread Jiri Heitlager
Casting to int is faster. var tX:int = int(sprite.x) Jiri jonathan howe wrote: Hi, Laurent, You could use localToGlobal(), apply Math.round() to this global point, compare the original global point with the rounded version, and then offset the child's coordineates by the differences.

Re: [Flashcoders] Pixel precise

2008-12-17 Thread Matt S.
On 12/17/08, jonathan howe jonathangh...@gmail.com wrote: - during animation you're bound to introduce a certain amount of jumpiness. For animation, if you're using something like Tweener that wont matter, since only the final position will be Math.round'ed. If you're rolling your own