尽可能使用Vector类而不是Array类,尤其是固定长度的Vector类。
Array类
var coordinates:Array = new Array(); var started:Number = getTimer(); for (var i:int = 0; i<t; 300000; i++) { coordinates[i] = Math.random()*1024; } trace(getTimer() - started); // output: 107
Vector类
var coordinates:Vector.<Number> = new Vector.<Number>(); var started:Number = getTimer(); for (var i:int = 0; i< 300000; i++) { coordinates[i] = Math.random()*1024; } trace(getTimer() - started); // output: 72
固定长度的Vector类
var coordinates:Vector.<Number> = new Vector.<Number>(300000, true); var started:Number = getTimer(); for (var i:int = 0; i< 300000; i++) { coordinates[i] = Math.random()*1024; } trace(getTimer() - started); // output: 48
事件捕获和冒泡
使用事件捕获和冒泡可以最大程度地减少事件处理函数。最好在一个对象(而不是多个对象)注册时间处理函数以提高性能,例如在具有多个child的parent上注册事件处理函数而不是为每一个child注册事件处理函数。
例如删除屏幕上被击中的苹果游戏中,以下是为每一个苹果调度MouseEvent.CLICK事件。此代码对各个Apple实例调用addEventListener()方法。此外,还会在用户单击每个苹果时使用removeEventListener()方法删除对应的侦听器。
const MAX_NUM:int = 10; var sceneWidth:int = stage.stageWidth; var sceneHeight:int = stage.stageHeight; var currentApple:InteractiveObject; var currentAppleClicked:InteractiveObject; for ( var i:int = 0; i< MAX_NUM; i++ ) { currentApple = new Apple(); currentApple.x = Math.random()*sceneWidth; currentApple.y = Math.random()*sceneHeight; addChild ( currentApple ); currentApple.addEventListener ( MouseEvent.CLICK, onAppleClick); } function onAppleClick ( e:MouseEvent ):void { currentAppleClicked = e.currentTarget as InteractiveObject; currentAppleClicked.removeEventListener(MouseEvent.CLICK, onAppleClick ); removeChild ( currentAppleClicked ); }
使用捕获阶段侦听来自父对象的事件。
const MAX_NUM:int = 10; var sceneWidth:int = stage.stageWidth; var sceneHeight:int = stage.stageHeight; var currentApple:InteractiveObject; var currentAppleClicked:InteractiveObject; var container:Sprite = new Sprite(); addChild ( container ); // 第三个参数useCapture设置为true,该侦听器只在捕获阶段进行侦听 container.addEventListener ( MouseEvent.CLICK, onAppleClick, true ); for ( var i:int = 0; i< MAX_NUM; i++ ) { currentApple = new Apple(); currentApple.x = Math.random()*sceneWidth; currentApple.y = Math.random()*sceneHeight; container.addChild ( currentApple ); } function onAppleClick ( e:MouseEvent ):void { currentAppleClicked = e.target as InteractiveObject; container.removeChild ( currentAppleClicked ); }
可通过停止事件传播(此操作将阻止继续传播事件)来进一步优化处理函数。
function onAppleClick ( e:MouseEvent ):void { e.stopPropagation(); currentAppleClicked = e.target as InteractiveObject; container.removeChild ( currentAppleClicked ); }
冒泡阶段也可用于捕捉事件,方法是将false作为第三个参数传递到addEventListener()方法。因为默认值为false,因此可以忽略。