Hey guys!
Here's an interesting ActionScript 3 class for experienced programmers. It can delay simple 'for loops'. It's very useful for scripts with many loops that take much processing power (e.g. A* search algorithm). Check it out!
You can copy the following script or download the attached sample movie.
Notice that both the code and the sample are released under GNU General Public License.
-------------
DelayedLoop
Version 1.0
-------------
Code:
/*
DelayedLoop
Version 1.0
code4u projects
Copyright (C) 2009 TreeBytes Interactive
[NATIVE] + [AS3] only
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
-HOW IT WORKS-
Just create a new DelayLoop instance.
-----
new DelayedLoop( func:Function ,
start:Number,
end:Number
[,prio:Number] );
func - the function that contains the loop script.
Function It has to take 1 parameter so that the handler
can pass the current loop position.
start - the start position of the loop.
Number
end - the end position.
Number
prio - (default = 1) the priority of the loop.
Number Loops with a higher value will be called
more often.
+-NOTICE!---------------------------------------+
| The handler will increase the loop position |
| by 1 on every step. |
+-----------------------------------------------+
-EXAMPLE-
// A simple 'for loop':
// ------------------
for (var i:uint=0; i < myArray.length; i++)
{
myArray[i].foo();
myArray[i].x += 3;
root.foo += myArray[i].y;
}
// Now we "delay" this loop:
// -------------------------
function myloop(i:uint)
{
myArray[i].foo();
myArray[i].x += 3;
root.foo += myArray[i].y;
}
var dl = new DelayedLoop(myloop,0,myArray.length);
// That's all!
*/
#if native || as3
class DelayedLoop extends EventDispatcher
{
static var list:Array = new Array;
static var setup:Boolean = false;
static var performanceMaximum:Number;
static var performanceRaise = 0.25;
var func:Function;
var end:Number;
var userPriority:Number;
var priority:Number;
var intensity:Number;
var position:Number;
function DelayedLoop(func:Function,start,end,prio=1)
{
this.func = func;
this.position = Math.abs(start);
this.end = Math.abs(end);
this.userPriority = Math.abs(prio);
this.priority = Math.abs(prio);
this.intensity = -1;
if (!DelayedLoop.setup)
{
root.addEventListener(Event.ENTER_FRAME,DelayedLoop.run);
DelayedLoop.setup = true;
DelayedLoop.performanceMaximum = (1000 / (root.stage.frameRate+5))
}
DelayedLoop.list.push(this);
}
function call()
{
this.func(this.position);
this.position = this.position+1;
this.priority = 0;
}
static function run(e:Event)
{
var globtimebef = getTimer();
var usablePerformance = performanceMaximum;
list.sortOn("priority",Array.NUMERIC | Array.DESCENDING);
var runs = 0;
while (usablePerformance > 0 && list.length > 0)
{
list.sortOn("priority",Array.NUMERIC | Array.DESCENDING);
var work = DelayedLoop.list[0];
if (work.position < work.end)
{
if (work.intensity < usablePerformance)
{
var tbef = getTimer();
work.call();
var time = getTimer()-tbef;
work.intensity = time;
usablePerformance = usablePerformance-time;
runs++;
}
}
else
{
list.removeValue(work);
}
usablePerformance--;
for (var a=0; a<list.length; a++)
{
list[a].priority = list[a].priority+list[a].userPriority;
}
}
if (list.length > 0)
{
if (runs == 0)
{
work = list[0];
work.call();
}
var globtime = getTimer() - globtimebef;
if(globtime > (1000 / (root.stage.frameRate)))
{
performanceMaximum = performanceMaximum-5;
performanceRaise = performanceRaise / 2;
}
else if (performanceMaximum < (1000 / (root.stage.frameRate-5)))
{
performanceMaximum = performanceMaximum+performanceRaise;
performanceRaise = performanceRaise*1.01;
}
}
}
}
#endif
Have fun!