I'm making a Flash AS3 based game, and I'm building a custom font system. It works like this: a BitmapData class takes a PNG file from the library (FontSource), loops between every character in a given string and then gets its x, y, width and height inside the image from a function (getOffset), and then it uses copyPixels to draw the custom-font text.
Here's the code:
public function draw(str) {
var png = new FontSource(480, 32);
var offsets;
var char;
var rect;
var x;
var y;
this.lock();
for (var i = 0; i < str.length; i++) {
char = str.substr(i, 1);
offsets = getOffsets(char);
rect = new Rectangle(offsets[0], offsets[1], offsets[2], offsets[3]);
this.copyPixels(png, rect, new Point(x, y));
x += offsets[2];
}
this.unlock();
}
Now, the question here is: I'm building a typewriter effect class based on the ENTER_FRAME event; each new frame, a new character is added to a string. So, I wanted to ask which one of these approaches would do better related in a matter of performance:
1) Call draw() to redraw the whole BitmapData each frame.
2) Making an alpha mask and expand its width each frame.
3) Making separate Objects and adding them to stage each frame.
Thank you for your time.