Everything works but it doesn't seem optimized. Here is the situation.
1) not using a game loop or equivalent. just using send in time
2) the birds wings flap using an animated gif with 8 frames set to 100 ms cycle (in photoshop) and imported directly into an image ( not a button)
3) set the repeatCount of img "bird" to -1
4) set the layermode of img "bird" to "dynamic" --accelerated rendering is set to TRUE on the PreOpenStack handler
Code: Select all
--code to have it cycle back to the left side of screen after leave right side deleted for brevity
set the loc of img "bird" to the loc of image "bird" + kMOVE_DISTANCE --4 pixels
send "UpdateBirdAnimation" to me in kMOVE_SPEED millisecs --40 ms
What am I missing here?
1) should the bird gif be in a button instead? If so, what is wrong with using a gif animation?
2) or should I not use a gif at all and manually cycle through the sprites instead? (that's a pain)
3) Is there something else that I am missing?
lastly, the project browser is closed when I run the animation in the IDE, so that's not it
does anyone have any insight into this issue?
coffee