AIR crashes on iOS when instantiating five 600 line pictures

Hey guys, don't know how to solve this problem.

In previous versions of air, the compile time would literally take hours when you convert swf apk file if I got my table of data at the level of the scenario. With 4 air, the unit freezes just when you try to initialize arrays.

I have my level data organised in several bays as follows:

var level5Array:Array =]

[10, 1, -34, 443, 12, -15, 0, 0,-0,15, 0.5, 99.9, 8, 0, 0, 0, 0, 0, 0].

[10, 1, -33, 443, 12, -15, 0, 0,-0,15, 0.5, 99.9, 8, 0, 0, 0, 0, 0, 0]

etc.

];

in total, which becomes about 3000 lines of actionscript. When I run the present on android, everything's fine, but iOS, 4th and 5th generations crashes when it gets to the frame of this need to be initialized.

Any ideas?

How many objects you have with this picture? One or more? If a single - could convert you privately public static const? This will save a lot of time processor.

Also try to do a predefined table of byteArray.

import flash.utils.ByteArray;

var level5Array:Array =]

[10, 1, -34, 443, 12, -15, 0, 0,-0,15, 0.5, 99.9, 8, 0, 0, 0, 0, 0, 0].

[10, 1, -33, 443, 12, -15, 0, 0,-0,15, 0.5, 99.9, 8, 0, 0, 0, 0, 0, 0]

];

var BA: ByteArray = new ByteArray();

ba.writeObject (level5Array);

This allows to store your LevelArray. That the use of FileReference save this file on hard disk as a binary file.

In your game just load and do:

var loadedLevelBytes: ByteArray = new ByteArray();

var loadedLevel: Array = ldr.readObject ();

Where loadedLevelBytes is loaded bytes of URLLoader or FileStream or drop one you use... This can add huge performance. Ludovic try this.

The main idea, it's not not to use the generation in real time in the Air Runtime. Released APP must have for example Level.bin file and only the second part of the code. First use only during the development process.

Tags: Adobe AIR

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