Hi,
after looking at the animation tutorials i understand that there are 2 possible ways of animation: time and frame based. So if i want to have my app running at constant speed with sound and everything synchronized and not dependent on the frame rate i have to use time based.
After looking at the different animation functions i realized that they are all time based anyway. (You can set an amount of time to complete the animation like with transition.to.)
But what’s with scale function? Is the best practice here to just calculate how much time a frame needs and then calculate how much frames 1000ms are and then use this factor for scaling on every frame? Are there better solutions?
Second, if i use time based animation and every (animated) object on the screen has an event listener and a enterFrame callback function it looks to me like quite a task to make all of these functions time based and they would measure all the time measured by the others as well. Is this the correct way to do it? Another approach which came to my mind is to just use a gigantic Runtime enterFrame function and do all the drawings and animations there, with only one time synchronisation for everything. I could split the various asset dependent animations into classes which would make it a bit more modular. Soooooooo… what’s your best practice on this?
Cheers!
aleeri
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