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

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