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  • 一个通用的AS3中监控flash帧数很内存占用的类

    在Flash游戏开发的过程中,性能是一个要时时考虑的问题。帧数和内存占用是评价flash运行性能的两个重要指标,因此在测试的过程中,需要能实时观察这两个值的变化情况。

    下面的这个类提供了一个通用的方法,只需要将这个类引入到程序中,生成一个该类的对象,便能很方法的的实现上面的功能。

    通用的AS3中监控flash帧数很内存占用的类:

      1 package
      2 {
      3     import flash.display.Bitmap;
      4     import flash.display.BitmapData;
      5     import flash.display.Sprite;
      6     import flash.events.Event;
      7     import flash.geom.Rectangle;
      8     import flash.system.System;
      9     import flash.text.TextField;
     10     import flash.text.TextFieldAutoSize;
     11     import flash.text.TextFormat;
     12     import flash.utils.getTimer;
     13     
     14     public class Fps extends Sprite 
     15     {
     16         private var fps:TextField;  
     17         private var mem:TextField; 
     18         private var instance:Fps;  
     19         private var bitmapdata:BitmapData; 
     20         private var i:int = 0; 
     21         private var n:int = 10;  
     22         private var diagramTimer:int;  
     23         private var tfTimer:int;  
     24         private var skins:int = -1;  
     25         private var skinsChanged:int = 0;  
     26         private static const diagramHeight:uint = 40;  
     27         private static const diagramWidth:uint = 60;  
     28         private static const maxMemory:uint = 500000000; 
     29         public function Fps()
     30         {
     31             this.addEventListener(Event.ADDED_TO_STAGE,init);  
     32         }
     33         
     34         public function init(e:Event):void  
     35         {  
     36             var bitmap:Bitmap = null;  
     37             this.removeEventListener(Event.ADDED_TO_STAGE,init);  
     38             fps = new TextField();  
     39             mem = new TextField(); 
     40             if(instance == null) { 
     41                 fps.defaultTextFormat = new TextFormat("Tahoma", 10, 16711680);  
     42                 fps.autoSize = TextFieldAutoSize.LEFT; 
     43                 fps.text = "FPS:" + Number(stage.frameRate).toFixed(2); 
     44                 fps.x = -diagramWidth - 2; 
     45                 addChild(fps); 
     46                 
     47                 mem.defaultTextFormat = new TextFormat("Tahoma", 10, 65280); 
     48                 mem.autoSize = TextFieldAutoSize.LEFT;  
     49                 mem.text = "MEM:" + byteToString(System.totalMemory); 
     50                 mem.x = -diagramWidth - 2;  
     51                 mem.y = fps.y + 10; 
     52                 addChild(mem);  
     53                 bitmapdata = new BitmapData(diagramWidth,diagramHeight,true,255); 
     54                 bitmap = new Bitmap(bitmapdata); 
     55                 bitmap.y = 24; 
     56                 bitmap.x = -diagramWidth; 
     57                 addChildAt(bitmap,0); 
     58                 
     59                 addEventListener(Event.ENTER_FRAME,onEnterFrame); 
     60                 diagramTimer = getTimer(); 
     61                 tfTimer = getTimer();  
     62             }   
     63         }  
     64         private function onEnterFrame(e:Event):void
     65         {   
     66             i++; 
     67             if(i >= n)   {   
     68                 i = 0;  
     69                 fps.text = "FPS: " + Number(1000 * n / (getTimer() - tfTimer)).toFixed(2); 
     70                 tfTimer = getTimer();  
     71             } 
     72             var _loc_2:* = 1000 / (getTimer() - diagramTimer);  
     73             var _loc_3:* = _loc_2 > stage.frameRate ? (1) : (_loc_2 / stage.frameRate); 
     74             diagramTimer = getTimer(); 
     75             bitmapdata.scroll(1, 0); 
     76             bitmapdata.fillRect(new Rectangle(0, 0, 1, bitmapdata.height), 2852126720); 
     77             bitmapdata.setPixel32(0, diagramHeight * (1 - _loc_3), 4294901760);
     78             mem.text = "MEM: " + byteToString(System.totalMemory); 
     79             var ski:int = skins == 0 ? (0) : (skinsChanged / skins); 
     80             bitmapdata.setPixel32(0, diagramHeight * (1 - ski), 4294967295); 
     81             var meoryPer:Number = System.totalMemory / maxMemory;  
     82             bitmapdata.setPixel32(0, diagramHeight * (1 - meoryPer), 4278255360);  
     83         } 
     84         
     85         private function byteToString(byte:uint):String  
     86         { 
     87             var byteStr:String = null;  
     88             if (byte < 1024) 
     89             {
     90                 byteStr = String(byte) + "b";  94.   }  
     91             else if (byte < 10240) 
     92             {    byteStr = Number(byte / 1024).toFixed(2) + "kb"; 
     93             }  else if (byte < 102400)  
     94             {  
     95                 byteStr = Number(byte / 1024).toFixed(1) + "kb";  
     96             } 
     97             else if (byte < 1048576)    { 
     98                 byteStr = Math.round(byte / 1024) + "kb";  
     99             }  
    100             else if (byte < 10485760) 
    101             { 
    102                 byteStr = Number(byte / 1048576).toFixed(2) + "mb"; 
    103             } 
    104             else if (byte < 104857600) 
    105             { 
    106                 byteStr = Number(byte / 1048576).toFixed(1) + "mb";  
    107             }  
    108             else
    109             {  
    110                 byteStr = Math.round(byte / 1048576) + "mb";  
    111             } 
    112             return byteStr;  
    113         }  
    114         
    115     }
    116 }

    使用方法如下:

     1 package
     2 {
     3     import flash.display.Bitmap;
     4     import flash.display.Shader;
     5     import flash.display.Sprite;
     6     import flash.display.StageAlign;
     7     import flash.display.StageScaleMode;
     8     import flash.events.Event;
     9     import flash.events.TimerEvent;
    10     import flash.filters.ShaderFilter;
    11     import flash.geom.Point;
    12     import flash.text.TextField;
    13     import flash.utils.Timer;
    14     
    15     import org.osmf.events.TimeEvent;
    16     
    17     public class PixelBenderTest extends Sprite
    18     {
    19         [Embed(source="kernels/test1.pbj", mimeType="application/octet-stream")]
    20         private var ChannelScramblerKernel:Class;
    21         [Embed(source="assect/111.png")]
    22         private var img:Class;
    23         private var shader:Shader ;
    24         private var shaderFilter:ShaderFilter
    25         private var bitMap:Bitmap;
    26         private var angle:Number;
    27         private var scal:Number;
    28         private var txt:TextField; 
    29         private var count:int=0 
    30             
    31         public function PixelBenderTest()
    32         {
    33             stage.align = StageAlign.TOP_LEFT;
    34             stage.scaleMode = StageScaleMode.NO_SCALE;
    35             bitMap = new img() as Bitmap;
    36             bitMap.x = 200;
    37             bitMap.y = 200;
    38             shader = new Shader(new ChannelScramblerKernel());
    39             shader.data.src.input = bitMap.bitmapData;
    40             shader.data.center.value = [bitMap.width/2,bitMap.height/2];
    41             angle = 0;
    42             scal =1;
    43             addEventListener(Event.ENTER_FRAME, onEnterFrame);
    44             //增加帧数和内存检测
    45             var fps:Fps = new Fps();
    46             fps.x = 100;
    47             fps.y = 20;
    48             addChild(fps);
    49         }
    50         
    51         private function onEnterFrame(e:Event):void{
    52             scal += 0.005;
    53             shader.data.radius.value = [angle];
    54             shader.data.scale.value = [scal];
    55             draw();
    56         }
    57         
    58         private function draw():void{
    59             graphics.clear();
    60             graphics.beginShaderFill(shader);
    61             graphics.drawRect(0,0,bitMap.width,bitMap.height);
    62             graphics.endFill();
    63         }
    64     }
    65 }

    关键是引入这四句代码

    //增加帧数和内存检测
                var fps:Fps = new Fps();
                fps.x = 100;
                fps.y = 20;
                addChild(fps);

    注意x和y的赋值,这样就可以再flash界面实时的看到帧数和内存的占用情况了

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  • 原文地址:https://www.cnblogs.com/hisiqi/p/2840791.html
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