How many people use "bitmap" and "BitmapData" to create interfaces and animations?

How many people use “bitmap” and “BitmapData” to create interfaces and animations?

Because I exported ‘SpriteSheet’ and converted it to ‘BitmapData’, and then used ‘bitmap’ to create the interface and animation

So I’m curious, is there anyone else who does the same thing as me?

What do you think of my method?

I use Bitmap/BitmapData with separate files (not spritesheets). Might be a good option when you want to reduce load times.

Using a sequence diagram will generate a large number of requests,
Don’t you care?

I use it for interfaces. The bit of animation I do is using Actuate usually.

I haven’t coded lately, but I have a class I always used that asynchronously loaded a long list of pngs (or whatever) into a Bitmap Vector and dispatched an event when all were loaded. Then I accessed the Vector as needed.

For displaying a full screen pre-rendered animation I would use one Bitmap for the animation and switch the BitmapData data pointer in that Bitmap to point to the BitmapData of the appropriate Bitmap in the vector–depending on direction and speed. That was for a Windows exe target and it would play at 30 fps if the full screen images were compressed a little bit.

For a simple loading circle animation in a project with an Electron target I used a Tilemap. The Tilemap worked fine except when all other processing, including Actuate, was ground to a halt for converting a very large pre-loaded ByteArray image into BitmapData. With the Electron target my application would die trying to pre-load too many large images into Bitmaps so I used ByteArray’s to hold them all pre-loaded (Bitmaps worked fine for an exe target, but I needed to be able to play video).

Cheers

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