title: Why my app is different when i publish it and run it on android device?
body: <p>I build a platform game using adobe cs5.5 and written with as3.
  When i test my app on pc the game is running perfect but when i 
  publish it and run it to my android device i have some gravity issues.
  Sometimes when i land on ground all the stage start to tremble.
  The strange is, in the same level in the same ground sometimes the stage start 
  tremble and sometimes not. 
  Is that a problem in my code or something else?
  I use 800w x 480h stage.
  i publish using GPU mode.
  All my ground inside i draw it with shape.</p>
  
  <pre><code>var xvel = 0;
  var yvel = 0;
  var GRA = 1;
  var FRICT = 0.85;
  
  var downarr = new Array(-12,0,12);
  var vertarr = new Array(-20,-30);
  var uparr = new Array(-3,0,3);
  
  this.addEventListener(Event.ENTER_FRAME,FramesEvents);
  
  function windowcamera()
  {
      var newx =  -  savvito.x + 350;
      var distx = newx - bg.x;
      bg.x +=  distx;
  
      var newy =  -  savvito.y + 370;
      var disty = newy - bg.y;
      bg.y +=  disty;
  }
  
  function phys()
  {
      savvito.x +=  xvel;
      savvito.y +=  yvel;
      xvel *=  FRICT;
      yvel +=  GRA;
      if (yvel &gt; 8)
      {
          yvel = 8;
      }
      if (yvel &gt; 2)
      {
          onground = false;
      }
  
  
      savvito.virtx = savvito.x + bg.x;
      savvito.virty = savvito.y + bg.y;
      downPush(savvito);
      leftPush(savvito);
      rightPush(savvito);
      upPushCloud(savvito);
      upPush(savvito);
  }
  
  function runJump()
  {
      onground = false;
      yvel =  -  12;
  }
  
  function downPush(d)
  {
      d.virtx = d.x + bg.x;
      d.virty = d.y + bg.y;
      for (var i = 0; i &lt; uparr.length; i++)
      {
          var num = uparr[i];
          var tx = d.virtx + num;
          var ty = d.virty - 40;
          while (bg.ground.hitTestPoint(tx , ty , true))
          {
              d.virty++;
              ty++;
              d.y++;
              yvel = 1;
          }
          for (var ie=0; ie&lt;boxingArr.length; ie++)
          {
              var e = boxingArr[ie];
              if (e.liftthisbox == 0)
              {
                  while (e.hitTestPoint(tx , ty , true))
                  {
                      e.y--;
                      e.yvel = 0;
                  }
              }
          }
      }
  }
  function rightPush(d)
  {
      d.virtx = d.x + bg.x + xvel;
      d.virty = d.y + bg.y;
      for (var i = 0; i &lt; vertarr.length; i++)
      {
          var num = vertarr[i];
          var tx = d.virtx + 15;
          var ty = d.virty + num;
          while (bg.ground.hitTestPoint(tx , ty , true))
          {
              d.virtx--;
              tx--;
              d.x--;
              xvel = 0;
          }
          for (var ie=0; ie&lt;boxingArr.length; ie++)
          {
              var e = boxingArr[ie];
              if (e.liftthisbox == 0)
              {
                  while (e.hitTestPoint(tx , ty , true))
                  {
                      d.virtx--;
                      tx--;
                      d.x--;
                      xvel = 0;
                  }
              }
          }
      }
  }
  function leftPush(d)
  {
      d.virtx = d.x + bg.x + xvel;
      d.virty = d.y + bg.y;
      for (var i = 0; i &lt; vertarr.length; i++)
      {
          var num = vertarr[i];
          var tx = d.virtx - 15;
          var ty = d.virty + num;
          while (bg.ground.hitTestPoint(tx , ty , true))
          {
              d.virtx++;
              tx++;
              d.x++;
              xvel = 0;
          }
          for (var ie=0; ie&lt;boxingArr.length; ie++)
          {
              var e = boxingArr[ie];
              if (e.liftthisbox == 0)
              {
                  while (e.hitTestPoint(tx , ty , true))
                  {
                      d.virtx++;
                      tx++;
                      d.x++;
                      xvel = 0;
                  }
              }
          }
      }
  }
  function upPushCloud(d)
  {
      if (yvel &gt; 0)
      {
          d.virtx = d.x + bg.x;
          d.virty = d.y + bg.y;
          for (var i = 0; i &lt; downarr.length; i++)
          {
              var num = downarr[i];
              var tx = d.virtx + num;
              var ty = d.virty;
              while (bg.cloudbg.hitTestPoint(tx , ty , true))
              {
                  onground = true;
                  jdown = false;
                  d.virty--;
                  ty--;
                  d.y--;
                  yvel = 0;
              }
          }
      }
  }
  function upPush(d)
  {
      d.virtx = d.x + bg.x;
      d.virty = d.y + bg.y;
      for (var i = 0; i &lt; downarr.length; i++)
      {
          var num = downarr[i];
          var tx = d.virtx + num;
          var ty = d.virty;
          while (bg.ground.hitTestPoint(tx , ty , true))
          {
              onground = true;
              jdown = false;
              d.virty--;
              ty--;
              d.y--;
              yvel = 0;
          }
          for (var ie=0; ie&lt;boxingArr.length; ie++)
          {
              var e = boxingArr[ie];
              while (e.hitTestPoint(tx , ty , true))
              {
                  onground = true;
                  jdown = false;
                  d.virty--;
                  ty--;
                  d.y--;
                  yvel = 0;
              }
          }
      }
  }
  
   function FramesEvents(e:Event)
  {
      phys();
  
      controls();
  
      windowcamera();
  }
  </code></pre>