updateAfterEvent的用处
2011-10-26 17:46
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一般情况下没有API调用可以强制flash player进行渲染,除非,在mouse/keyboard/timer event里面调用event.updateAfterEvent(), 会强制flash player在event处理结束后做一次render.
FLASH:
(狂点击FLASH会触发updateAfterEvent的调用,强制刷新flash舞台)
测试代码:
fps=1
输出:
enter_frame,2008
onTick2008
onTick2109
onTick2209
onTick2309
onTick2409
onTick2508
onTick2609
onTick2709
onTick2809
onTick2909
enter_frame,3008
onTick3008
onTick3109
onTick3209
onClick,3210
onTick3309
onClick,3385
onTick3409
onTick3508
onClick,3570
onTick3609
onTick3709
onClick,3729
onTick3809
onClick,3898
onTick3909
enter_frame,4008
onTick4008
onClick,4066
结论:
event.updateAfterEvent(), 会强制flash player在event处理结束后做一次render.
但是,并不会提早结束当前帧。FPS继续保持。
FLASH:
(狂点击FLASH会触发updateAfterEvent的调用,强制刷新flash舞台)
测试代码:
package { import flash.display.*; import flash.events.*; import flash.utils.*; public class marshal3 extends MovieClip { var a:Timer = new Timer(20,0); public function marshal3() { this.addEventListener(Event.ENTER_FRAME, enter_frame); stage.addEventListener(MouseEvent.CLICK, onClick); a.addEventListener(TimerEvent.TIMER, onTick); a.start(); } private function enter_frame(e:*){ trace("enter_frame," + getTimer()); } public function onClick(e:*) { trace("onClick," + getTimer()); e.updateAfterEvent(); } public function onTick(e:*) { trace("onTick" + getTimer()); mc1.x += 2; if (mc1.x > 300) { mc1.x = 2; } } }
fps=1
输出:
enter_frame,2008
onTick2008
onTick2109
onTick2209
onTick2309
onTick2409
onTick2508
onTick2609
onTick2709
onTick2809
onTick2909
enter_frame,3008
onTick3008
onTick3109
onTick3209
onClick,3210
onTick3309
onClick,3385
onTick3409
onTick3508
onClick,3570
onTick3609
onTick3709
onClick,3729
onTick3809
onClick,3898
onTick3909
enter_frame,4008
onTick4008
onClick,4066
结论:
event.updateAfterEvent(), 会强制flash player在event处理结束后做一次render.
但是,并不会提早结束当前帧。FPS继续保持。
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