Re: [swfmill] newbie: creating animation from a series of jpg files various timings

2007-03-23 Thread Christopher Brian Jack
On Fri, 23 Mar 2007, XIX wrote:

 The frame rate you ask for and the frame rate flash actually runs at
 seldom seem to be the same. I don't mean frame dropping due to
 rendering time. From personal tests I've seen a request for 30fps
 actually yield 25fps even when nothing is being drawn and the cpu is
 90% idle.

 Just something to remember if you experience timing problems.

My suggestion is to make objects you can control the points on (with HaXe
or AS) and use fractional translation based on a reliable timing source
(like the millisecond counter) to adjust animation frame-to-frame when
animation needs to synchronize to other things like music or other logic
(such as you might have in a game).

I'd recommend making a generalized class for handling fractional
translation and then a derived class that can load an object and display
it to the apporpriate translation on each frame's render-pass
(onEnterFrame).

pre
deltaMSec
 :  (state_b - state_b or deltaStateAB)
totalMsec
/pre

deltaMSec starts at 0 (then record the time that the action starts
let's call it startTime), totalMsec is the time (in Msec) that you want
the translation to take from complete the change from state_a to state_b

on each pass (onEnterFrame) you compute deltaMSec as curTime-startTime
(curTime can be had with a function call) and clamp deltaMSec to the range
max(deltaMSec,0) and min(deltaMSec,totalMsec)

Multiply the ratio to get (deltaMSec * deltaStateAB) / totalMsec
and this gives you the translation for that frame.

.=.
|  Christopher BRIAN Jack aka Gau of the Veldt  |
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Re: [swfmill] alternative vector sources

2007-02-28 Thread Christopher Brian Jack
On Wed, 28 Feb 2007, Darren Cook wrote:

  What about the second question then?  Is there something I can store
  vectors as that the AS can access the controls point and vertices
  with?

 If you had your vertices in JSON format it is basically actionscript so
 could be compiled by MTASC. You could then use actionscript's drawing
 functions.

Is there a description of this format somewhere?

Or would I be better off making a Haxe class for each vector object (that
creates its own movieClip when constructed)?

.=.
|  Christopher BRIAN Jack aka Gau of the Veldt  |
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Re: [swfmill] MTASC and SWFMILL

2007-01-26 Thread Christopher Brian Jack
On Fri, 26 Jan 2007, daniel fischer wrote:

 Christopher Brian Jack [EMAIL PROTECTED] (on Thu, 01 Jan 1998 17:45:18 
 -0800 (PST)):

I'd really like to be able to use SVG properly (ie: more than one in the
SWF project).  Can't do a proper game without being able to manipulate
vectorized shapes.  In fact this one thing could make SWF not an option if
there's no way to get more than one SVG into a SWF project.

 Sorry Brian, that doesn't really make me consider spending any time on
 SVG import-- why should i care if you use SWF? Furthermore, there is a
 workaround: convert the SVGs one-by-one to SWF first, then import those
 SWFs. You wont be able to manipulate any of those shapes from flash
 though, either way (although certainly you can /use/ them).

Great thing to do.  Alienate the few people that use open source solutions
and force them to use the expensive alternatives (like flash) becuase
without swfmill Haxe can't do anything in its SWF export except make
simple shapes with the drawing primitives.  SWF is one of the few
cross-platform solutions that works equally acrosses platforms and OSes.
Little things like that...

.=.
|  Christopher BRIAN Jack aka Gau of the Veldt  |
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