I am using Actionscript 3.0 to make games and I fall into the category of programmers who use ball.x+=5;
ball.y+=5;
in order to move a ball by 5 pixels horizontally and vertically.
Well, now i seem to have an issue with a game I am making, it has a 3-body vehicle and each has its own translation and rotation. The three bodies: front, back1,back2 exist inside the top movieclip called vehicle. So each of them has a different coordinate system compared to the top movieclip. Well, when the vehicle crashes onto an obstacle in my game, I have to reset the movieclip, this is done by taking apart all the x,y,rotation of each movieclip into an array at the beginning of the game and restoring it to the beginning position after crash.
Well , but ,now I have stumbled upon this
transform.matrix
feature in flash, which allows me to perform mathematical transformations on the movieclip's transformation matrix, and now on applying mathematical transformations on the top level movieclip, all the inside movieclips are affected, It is a huge advantage to me.
But, I would like to know, IF i use this technique by breaking apart my whole code written as of now and re-writing it into using transformation matrices for every single horizontal, vertical or rotation of the vehicle. Will it affect my performance?
Thank you.
