I have been doing much research on this - including creating a custom skin but cannot seem to be able to do it. I just want to have one border around both the checkbox and label. I also want a background color which I did manage to via opaqueBackground property (setting it via AS3). Just can't seem to find the key to have a border as well.
I'm trying to do some lean blitting for an object that rotates by rotating it once at startup and capturing a BitmapData snapshot of each 5 degrees. The problem I'm having is that the draw() method of the BitmapData object is only picking up pixels in the MovieClip that are below and to the right of the registration point. If I change the MC so that the registration point is in the top left corner, I sometimes get what looks like most of the pixels, but the entire object rotates into and out of the frame, since it's rotating around the corner and not the center.
I need to be able to draw a thick patterend line between 2 points in AS3, I can't use the draw API because it doesn't all me to actually put detail (pattern etc) into the thickness of the line, I thought about perhaps using the line to create a bitmap version and then using that as a mask, but I remember many years ago seeing some examples that use a movieclip as a source for a line.
I have a class; "Game".I have a bitmap in the library; "Grass"I want to be able to run a function from the main timeline that uses the bitmap inside of a movieClip.My current attempt is as follows; I make an instance of "Game" and have an .as file for Game that has:PHP Code:
How can I used ActionScript to draw on different frames of a movie clip. That is, make it so that movieClip.gotoAndStop(0); Will show something different to movieClip.gotoAndStop(1);
I have a movieclip, which I created with actionscript called canvas_mc, which is where the user can draw on and then export a jpeg. I would like to add a graphic (vector drawn in illustrator and brought into flash) into that canvas_mc as a graphics drawing..[code]...
I'm still developing a game and I have some issues. Either I add a movieclip-child making it look like i am mowing the lawn or i draw graphics with blendmode.Erase erasing the top-layer.
Now i would like the addChild-solution because i can rotate, adjust size etc. very easy but ofcourse it laggs after a while. How can i make the added children into bitmaps or something? So there isnt 10000 movieclips on the stage..
I cannot get the lines to draw onto the top of the MovieClip box_mc.At this pojnt, my solution is to change the alpha of box_mc to 0. Now I can see my drawings which are under the box_mc but keep within the boundries of the MovieClip.Maybe my thinking is too concrete, but I was trying to get the drawing lines to stay on top of the MovieClip box_mc like it was a small drawing board.I have tried place a reference to the stage in various places and use addChildAt() in order to see f I can change the MovieClip's place in the hierarchy but so far nothing has worked.
I am trying to draw 4 boxes at each corner of the MovieClips but can not figure out how to detect the top right corner, bottom left and bottom right corner.[code]....
I am trying to draw a triangle and square using a movieclip that follows the pen of a line.It works, both triangle and square draw together. But I keep getting a flicker of a movieclip in the top left corner.
I know half of the problem:the embedded movieclip is "content" of a Loader, and you can not draw Loaders directly with bitmapData.draw(aLoader);with a normal Loader, you could access the Loader.content and draw it but not in the embedded case.adobe forums could not give an answer to this and i searched for hours through the web ...
[Embed(source="aMovieClip.swf")] private static var AMovieClip:Class; //...
I have a movieclip that has a keyframe at every frame, and I'd like my code to be able to draw to the individual keyframes within that clip. I'm generating images for animation, but the code takes a few seconds per image, so the animation can't simply be generated on the fly. I want the code to draw all of the images into the movieclip and then play the animation as a loop once that's done. It seems like this would be a pretty straighforward method, but I can't get it to work. It seems that when I draw into the movieClip, it ignores the fact that I have keyframes there. Whatever I draw appears at every frame as if it's drawn onto a different layer that just has the default keyframe at frame 1. To test, I manually put drawings into the keyframes, and they loop back as expected. The only problem seems to be that the animation images generated by actionScript appear all on top of each other and held for the entire movieClip loop. The following is code that I had hoped would draw into frame 2 of the movieClip. I assume that this is naive:
I'm trying to export my movie clip into an image, everything works fine but when the user draws in negative coordinates, the draw bitmap command doesn't get my movieclip as I need, here's a graphic explanation of what's going on:As you can see the user can draw in any part of my movie clip (black border), the 0,0 coordinates are in this example located in the black spot. when I get the bounds of my object I get correct values (in this case i get negative x and y and the correct width and height), but when I apply the draw bitmap command what its captured is the area represented with the red border, the height and width values are correct but it captures from the 0,0 coordinates and not from the coordinates I want! anyone? i have a dead line approaching.this is the code:
ActionScript Code: //funciones click function exp_cli(e:MouseEvent):void {
I'm using Flash MX 2004, and using the loadMovie() function to draw an external .swf file into a blank movieclip. My question is how the browser (let's assume Internet Explorer) caches this information. I know that after a Flash movie is loaded within an HTML page, the browser caches it, so that on the next load the movie appears nearly instantly from the cache. However, does it also cache the movie loaded using loadMovie(), or does it always redownload that external movie regardless?
I am creating an animation with sound.The sound syncs with objects.Everytime I synch an object with a sound, I test the animation out by hitting cmd+enter.Is there a way to only test out a certain portion?It's a big time waste to test the whole animation every single time.
I am using the draw() method of the BitmapData to encode a jpeg of part of the image. Now this should be easy enough given the object I want to draw to the bitmap is on the stage at design time so I know its location and dimetions exactly! Heres the code I have in place.
Code: var myBitmapSource:BitmapData = new BitmapData ( street.width, street.height, false, 0x333333); myBitmapSource.draw(street, null, null, null, new Rectangle( 96, 5, 571, 450 ), true );
I know for a FACT that no part of the street clip I am drawing out is in negative space, and it's registration is (0,0). However, it cuts off A lot of the top of my image. y=5 in the above rectangle is where I need the top to be, but it cuts the top off of the image... even if I change it to 0, it has no effect.
The problem is not playing part of an mp3, I know that can be done. But I'd like to cut down on bandwidth by loading a specified two-minute portion of each mp3. These files can be up to 20mb, and since users will play many of these songs (and probably move on after a minute or two of listening), it would be very inefficient to load the whole mp3. Can this be done or is there another method you can suggest? Possibly a server side script that slices and/or lowers the mp3's bitrate?
This should be straightforward, but I'm having problems getting a portion of a string from a dynamic textfield, which I need to manipulate. Say I have a dynamic textfield onstage that successfully gets populated with some data from a query string e.g.
Code: FlashVars: 352746583part1
So basically I want to get a hold of the part after FlashVars: for further manipulation. I've tried something like this: (assuming that above text is visible in a textfield called t1)
I have a Template that I bought for a client that wanted it. It has background looping music and my customer wants to add videos (FLV), no problem. Now she wants the background music to sop when the FLVs are playing and start when I exit the FLV and go to another portion of the site. I hope I am being clear.
I need the background music to sop playing when the FLV videos are playing. I have Google and found nothing really.
I am trying to use a MC instance name inside of a function from an event listener. How the hell do I use only part of the instance name example: MC instance names are "size1", "size2", etc. I want the numbers only. I have been looking for hours.
I need to know which part of the text is been modified by the user inside a Flex TextArea. I'm listening to TextArea's Event.CHANGE and my code run on everychange but i don't know what the user have done to the text and it's too long to process it again at every keypress or paste
We are still with Flex 3.5 but i may consider Flex 4 if the solution is easier.
I have done this a million times in AS but not quite getting it in AS3.. maybe my brain is just fried..i have a rectangle_MC that is moving around the stage.. inside that rectanlge_MC i want to constantly redraw the stage, well only the portion of the stage that is covered by the rectangle..o if my rectangle for instance is currently at x:60 and y:80, and its demensions are 200x200, want it to redraw just the ares of the stage that starts a x:60, y:80 and goes to x:260 and y:280..
I have multimoduled application and I need to monitor when the mouse is moving or not moving on a protion of my swf file.The app is consisted of video player , text part and video list on the right.So I want monitor when the mouse is moving just over the video player not the whole swf application.I have this function
Code: vidPlayer_mc.addEventListener(Event.ENTER_FRAME, checkMouse); function checkMouse(e:Event):void { if (sw==0) {
[code]....
I use vidPlayer_mc.mouseX/Y; property but i doenst seem to work.I need the functionality when mouse moves over video player the playbar on the bottom shows up and vice versa.