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
: 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
: 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
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
: [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
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
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
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
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
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
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
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.
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
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