I'm trying to write some code to an animated images of squares on a Flex Canvas. There's something wrong with my code below because it becomes progressively slower. I assume I'm supposed to clear the old squares or something.
What am I doing wrong below?:
<?xml version="1.0" encoding="utf-8"?>
<mx:Application xmlns:mx="http://www.adobe.com/2006/mxml" creationComplete="init();">
<mx:Script>
<![CDATA[
public var ticker:Timer;
public function init():void {
ticker = new Timer(10);
// This implements the timerEvent
ticker.addEventListener(TimerEvent.TIMER, update);
ticker.start();
draw();
}
public function update(evt:TimerEvent):void {
draw();
}
public function draw():void {
var squareSize:uint = 10;
var square:Shape = new Shape();
square.graphics.beginFill(0xFFFFFF, 1.0);
square.graphics.drawRect(0, 0, myCanvas.width, myCanvas.height);
var i:int;
for (i = 0; i < myCanvas.height / squareSize; i++) {
var j:int;
for (j = 0; j < myCanvas.width / squareSize; j++) {
if (Math.random() < 0.5) {
square.graphics.beginFill(0x000000, 1.0);
square.graphics.drawRect(j * squareSize, i * squareSize, squareSize, squareSize);
}
}
}
square.graphics.endFill();
myCanvas.rawChildren.addChild(square);
}
]]>
</mx:Script>
<mx:Panel title="Random Squares" height="95%" width="95%"
paddingTop="5" paddingLeft="5" paddingRight="5" paddingBottom="5">
<mx:Canvas id="myCanvas" borderStyle="solid" height="100%" width="100%">
</mx:Canvas&g开发者_如何学Ct;
</mx:Panel>
</mx:Application>
You're adding an indefinite number of children to your display list, so you're definitely in performance trouble.
You can remove the old shapes before adding the new one
myCanvas.rawChildren.removeChildAt(0);
myCanvas.rawChildren.addChild(square);
You could also do away with the square entirely--note the Graphics.clear()
call before drawing, though. Otherwise, the graphics object will fill up with data just like the display list is now.
public function draw():void {
var squareSize:uint = 10;
myCanvas.graphics.clear();
myCanvas.graphics.beginFill(0xFFFFFF, 1.0);
myCanvas.graphics.drawRect(0, 0, myCanvas.width, myCanvas.height);
...
myCanvas.graphics.beginFill(0x000000, 1.0);
myCanvas.graphics.drawRect(...)
...
myCanvas.graphics.endFill();
}
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