My app is very slow on mobile devices.
It uses a lot of Event.ENTER_FRAME
event listeners, so I switched (as I read they are much more performance heavy) to a global timer that these classes listen for if they need to update (they only use these timers if they have been initiated by a TouchEvent
).
I also tried enabling hardware acceleration, and switching to using the CPU, but these have not helped with the lag issues to a noticable amount. (my app has very few animations so I think this is the best decision)
I do have a lot of MovieClips in it, however very few of them actually animate, so I doubt this is an issue. (This is also why I do not freeze and unfreeze objects, as they are never removed from the stage)
On this website they said the following about timers
– the more timer instances linger in the system, the more you can expect slow and choppy gameplay or unresponsive UI.
I only use one timer, so I didn't think this would be an issue, but I do have a lot of event listeners that use this timer to update, so I can only figure that the timer must be the issue. Thus to avoid lag I am looking for a better alternative.
To be clear, I'm not using many Event.ENTER_FRAME event listeners anymore, I've mostly switched to timers. With that being said, here is an example of a more resource demanding one.
package
{
import flash.display.MovieClip;
import flash.events.Event;
public class mc_BattleScene extends MovieClip
{
public static var mc_PlayerFace:MovieClip;
public static var enemyAttackEffect:MovieClip;
public static var mc_playerHitBox:MovieClip;
public static var battler1:Number = 1;
public static var battler2:Number = 1;
public static var battler3:Number = 1;
public var lvlModifier:Number;
public var dmgReduction:Number;
public var dmgDealt:Number;
public static var dmgSpeed:Number = 1;
public function mc_BattleScene()
{
visible = false;
addEventListener(Event.ENTER_FRAME, onFrame);
mc_PlayerFace = playerFace_mc;
enemyAttackEffect = attackEffect_mc;
mc_playerHitBox = playerHitBox_mc;
function onFrame(e:Event):void
{
battler1_mc.gotoAndStop(battler1);
battler2_mc.gotoAndStop(battler2);
battler3_mc.gotoAndStop(battler3);
if (Game.playerInteractionStatus[1])
{
//we are fighting
visible = true;
if (attackEffect_mc.hitTestObject(playerHitBox_mc))
{
// attack hit us, deal dmg
dmgReduction = (Game.playerStats[2] * (Game.enemyStats[1]));
dmgDealt = Game.enemyStats[1] - dmgReduction;
attackEffect_mc.x = 516;
if (Game.playerStats[0] - Math.round(dmgDealt) <= 0)
{
// round dmg to 0 (were dead)
Game.playerStats[0] = 0;
}
else
{
// deal damage to us
Game.playerStats[0] -= Math.round(dmgDealt);
}
}
else if(attackEffect_mc.hitTestObject(wall))
{
//stop the player from moving (by doing nothing)
}
else
{
attackEffect_mc.x -= dmgSpeed;
}
}
else
{
// reset the position of the attack effect if we are not fighting
visible = false;
attackEffect_mc.x = 516;
}
}
}
}
}
This example of Event.ENTER_FRAME
is one of the few that actually are this complicated, the other Event.ENTER_FRAME
s tend to simply update values (ex: update a text field to display correct number variables)
For example: creating multiple vars inside an enterframe could clog the memory and cause lag.
I've avoided doing stuff like this, as not only what you've said, but in my opinion I think it doesn't make sense to continuously define it in a function, I update these values only.
Resources
http://help.adobe.com/en_US/as3/mobile/WS4bebcd66a74275c36cfb8137124318eebc6-8000.html
max links allowed