Make vertices static.

This commit is contained in:
NathanSweet 2014-01-01 17:40:50 +01:00
parent 4b31d81923
commit 037a156e73

View File

@ -55,17 +55,15 @@ import starling.utils.VertexData;
public class SkeletonSprite extends DisplayObject implements IAnimatable {
static private var tempPoint:Point = new Point();
static private var tempMatrix:Matrix = new Matrix();
static private var tempVertices:Vector.<Number> = new Vector.<Number>(8);
private var _skeleton:Skeleton;
private var vertices:Vector.<Number> = new Vector.<Number>();
public function SkeletonSprite (skeletonData:SkeletonData) {
Bone.yDown = true;
_skeleton = new Skeleton(skeletonData);
_skeleton.updateWorldTransform();
vertices.length = 8;
}
public function advanceTime (delta:Number) : void {
@ -84,7 +82,7 @@ public class SkeletonSprite extends DisplayObject implements IAnimatable {
var slot:Slot = drawOrder[i];
var regionAttachment:RegionAttachment = slot.attachment as RegionAttachment;
if (regionAttachment != null) {
var vertices:Vector.<Number> = this.vertices;
var vertices:Vector.<Number> = tempVertices;
regionAttachment.computeWorldVertices(x, y, slot.bone, vertices);
var a:Number = slot.a;
var rgb:uint = Color.rgb(r * slot.r, g * slot.g, b * slot.b);
@ -131,7 +129,7 @@ public class SkeletonSprite extends DisplayObject implements IAnimatable {
if (!regionAttachment)
continue;
var vertices:Vector.<Number> = this.vertices;
var vertices:Vector.<Number> = tempVertices;
regionAttachment.computeWorldVertices(skeleton.x, skeleton.y, slot.bone, vertices);
value = vertices[0];