I am drawing a circular line to varying degrees. I wish the animation to last about 0.5 seconds. For reasons I can not work out its running very slowly.
What is weird is that if I skip the tween and call the function tweenToNext it renders instantly.
var degrees:int;
var posX:int = 102;
var posY:int = 102;
var rad:int = 100;
var mc:MovieClip = new MovieClip();
addChild(mc);
mc.graphics.lineStyle(5, 0xFF0000, 1);
mc.graphics.moveTo(posX, posY - rad)
mc.i = -Math.PI / 2;
tweenToNext();
function tweenToNext(per:Number = 360):void {
degrees += 1;
if (mc.i <= (3 * Math.PI / 2) && degrees < per) {
var x:Number = posX + Math.cos(mc.i) * rad;
var y:Number = posY + Math.sin(mc.i) * rad;
mc.graphics.lineTo(x, y);
mc.i += Math.PI / 180;
TweenLite.to(mc, 0.001, {onComplete:tweenToNext});
}
}
I have tried Timer and setTimeout but these produce the same slow speed.
Flash application runs on frame-to-frame basis: frame render - script execution - frame render - script execution - frame render - script execution - and so on. That also means that whatever smallest delay you're putting there, the next call will not happen before next script execution phase, basically, next frame. Thus - guess what - your circle drawing takes 360 frames. 12 seconds if you have 30 FPS, for example.
If you want to make something synchronize with the real time, you need a different approach. I didn't check if this works, but I hope you'll get the idea and fix the mistakes if any.
var degrees:int;
var posX:int = 102;
var posY:int = 102;
var rad:int = 100;
var mc:MovieClip = new MovieClip;
addChild(mc);
mc.graphics.lineStyle(5, 0xFF0000, 1);
mc.graphics.moveTo(posX, posY + rad);
// Now, magic time.
// Save time since app start (in milliseconds).
var startTime:int = getTimer();
// 1000 milliseconds = 1 second.
var drawingTime:int = 1000;
// Store the maximum degree to draw.
var degreeLimit:int = 360;
// Call it every frame.
mc.addEventListener(Event.ENTER_FRAME, onDraw);
function onDraw(e:Event):void
{
// Now we need to check how much time passes since last frame
// and update the drawing accordingly.
var timeProgress:Number = (getTimer() - startTime) / drawingTime;
var drawingProgress:Number = degrees / degreeLimit;
// When the drawing progress catches the time progress
// the loop will end. It will resume on the next frame.
while (drawingProgress < timeProgress)
{
degrees += 1;
// It's better than a property on target canvas,
// which could be Sprite or Shape, they wouldn't take random fields.
var anAngle:Number = degrees * Math.PI / 180;
var tox:Number = posX + Math.cos(anAngle) * rad;
var toy:Number = posY + Math.sin(anAngle) * rad;
mc.graphics.lineTo(tox, toy);
// We should know when to stop it.
if (dergees >= degreeLimit)
{
mc.removeEventListener(Event.ENTER_FRAME);
return;
}
// Update the drawing progress.
drawingProgress:Number = degrees / degreeLimit;
}
}