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Editorial Team
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Editorial Team
Asked: May 25, 20262026-05-25T06:05:35+00:00 2026-05-25T06:05:35+00:00

I’m making a snake game and on every tick the snake moves. because the

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I’m making a snake game and on every tick the snake moves. because the snake is moving a whole unit on each tick the animation is jumpy. The game is on an invisable grid so the snake can only change directions at specific points.

Would it be considered better practice to have a timer that will move the snake a pixels at a time counting it with a variable, and on every n tick run the code to change direction. Or is it better to have two separate timers; one for move the snake a pixel at a time and another for changing the snakes direction?

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  1. Editorial Team
    Editorial Team
    2026-05-25T06:05:35+00:00Added an answer on May 25, 2026 at 6:05 am

    Essentially, you’re creating a “game-loop” to update the displayList (in Actionscript) and re-draw your view. When the game gets complex, Timers and listening for ENTER_FRAME events will be constrained to the flashplayer settings for screen refresh (i.e. it’s FPS) and the CPU’s rendering based on what it is tasked to process.

    For frame-rate independent animation, you should probably use a combination of ENTER_FRAME to track milliseconds and GetTimer() calls to more accurately (to the millisecond) call animations and normalize the experience across a variety of platforms.

    Basically, listen for the ENTER_FRAME event, check the current milliseconds since the last update and if it exceeds your refresh-rate (in terms of milli’s), fire off the animation/state update: check for snake collision detection with a “direction-block” – handle if true, then update the snake’s movement / position / state.

    Flash updates the Display List at whatever it’s settings, and CPU / machine-dependent issues are. The key, I’ve found, is to make sure you’re normalizing the speed of updates to make the experience consistent. Timer’s have their usage, but can cause memory performance issues. ENTER_FRAME is synced to the main timeline / frame-rate settings.

    For a dated, but interesting discussion 3 years ago, check out this post from actionscript.org.

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