Hi all
I finished application for 2D skeletonal animations and I am under implementating this to FP. But now I see there is a problem. Not in calculations but in render time. All sprites are rotated, and origins are very important. Rotating sprites slow down FP as hell and when I want to use preRotation it’s faster but in preRotation sprites are rotated to center origin and it’s very bad. Even if preRotation is scaled ( -1 ) it slows down very much.
There are files: http://www.mediafire.com/?feourhut5czgzhk
There are files (previous): http://www.mediafire.com/?1dmpp0t5vg5pajl
Almost all done ( I must repair unBind function and maybe a little more optimize code but without it I see it is fast enough ). If you will use preRotation go to TBAskeleton, and on the end of update function change sprite[i].graphic.angle = ___a[i]; to frameAngle.
And there you can preview swf: http://shadowsgames.net/tests/TBAforFP.swf
Use arrows to move, hold down arrow to “dance” animation. Press space to hit animation. Press mouse to add new player.
Can you guys help me to find solution for it? There was a lot of work to this application and I was making it especially for FP. Thanks!