Animated Bitmap Class Update
I’ve updated the AnimatedBitmap class so that it now uses an external timer object to trigger the animation. The advantage of this is that one timer can be used for many animated objects that use the same framerate. For this purpose a custom FrameRateTimer class has been added. This saves memory and CPU cycles when many animated objects are used.
I will eventually add an AnimatedDisplayObjectManager class later with that many animated objects can be controlled at once (e.g. stop/play all sprites at once) but this will probably be more intervened with the whole framework (as it might make use of custom data structures).

3 Responses to “Animated Bitmap Class Update”
By Adel
on Mar 27, 2008 | Reply
Thank you for the update.
By lith
on May 15, 2008 | Reply
Nice idea. Could use some tweaking though. At the moment it eats resources like crazy. Filling that little 448×320 stage with animated rings like your demo does it eats 14mb of memory. O_o
By Sascha
on May 15, 2008 | Reply
I hear ya! Flash Player is hard to tame when it comes to memory usage, especially when working with bitmaps. There’s still room for improvement though and I will get around it sometime.