i got a problem with a nice skew function From Ericlin of URL...[code]i have prepared a small and plain .fla for you so you can check it out right here, its also attached to the posting (Flash MX 2004 File but should be ok for earlier versions?):url...while the borders of isometric walls are still exactly vertical (90 deg) the function is producing lines which are very slightly skew. might be something like 90.1 deg... but this inaccurancy produces ugly gaps between walls i put together later.This function is maybe not accurate enough, maybe to accurate, i am not sure. But i need probably some rounding in there but i dont know where, really (is that a wonder? look at the script! ;))when you zoom in and look at the "orientation bar" (thick dark blue bar), you will notice that there is a very small gap on the top right corner but its bigger on the bottom right corner of the wall texture.
images skew when loaded up using loadmovieclip fuction thumbnail images should load at resolution 150x150 but display at 150x175 cant find scaling as in my code (couldnt get scaling to work right with my looping function so left it out)
I'm trying to find a way to calculate the area of a polygon using lat long coordinates in a Flex 3 site. Hong007 on Google Maps for Flash group was cool enough to post the following function:
[Code]...
I was also playing around with the area calculator at [URL]. These functions produce slightly different results. I'm trying to figure out which one is more accurate. It seems that hong007's function produces results that are on average slightly larger than freemaptools' function. However, I don't know which one is more accurate.
I'm trying to rotate a symbol while keeping the shape and proportions locked, but even when using Free Transform, my shapes skew (from rectangles to rhombuses to squares).I'd like to keep the lines straight and parallel.Locking the height and width with the link tool doesn't seem to make a difference.Does anyone know how to rotate shapes without the automatic re-proportioning?
I have a skewed input text box in the stage.If we press tab, the highlight border is not skewed.How can i skew the highlight border? Or any way to hide the highlight border?
Place a 100px by 100px box on the stage (not a movieclip, just a simple shape).
Now apply a vertical skew of 30 degrees. You should get this...
Click outside of the shape to release the transformation data. The degrees for skew resets to 0 (this is expected), see image below
But What skew would you apply to the shape to return it to its original shape. Initially I would've thought it was -30 in the vertical skew, but this seems to return a weird hybrid shape.. See below:
I'm trying to create a nav where I have a bunch of images that are at an angle....and one that is facing the viewer.Sort of like the itunes store ..Is there a way to skew an image with code so that it will achieve this effect?
1. I am trying understand what horizontal skew does. Does skew means the object is @ a angle to horizonal plane. When i set to 120 ' as horizontal skew it turns upside down. Is there any good web links to understand how horizontal skew works in flash?I checked in some weblinks but it was not useful
I'm trying to apply a GlowFilter (border) to a image and then rotate+skew it. Unfortunately, doing this makes the filter look bad (jagged edges) even though the image itself is smooth. I've tried a few things, including using different filters (like the DropShadowFilter). Here's a rough example of what I'm doing...
I am trying to skew an spark Image object using a matrix. The problem I am having is that it only effects the top angle. I think it may be related to the position of the image (x and y). The top angle is prefect but the bottom is flat!
Here is a bit of code:
//imgA = pixles down from top left coord, I used arctan with oposite over adjacent to get a radian angle //size openImage.width = imgW; //say 200 openImage.height = imgH; //say like 300
I need a very special component written in ActionScript 3. It is a rectangle filled with a bitmap. The bitmap is loaded from an external URL based on some programmed rules. The textured rectangle is then animated using Flash CS. Animation is performed using rotate/translate/scale/skew tools. How to create such a component and add it to Flash CS library?
I've used the sortOn function (dp.sortOn("cost");) to sort my dataprovider values based on cost. It works great until I get values over 100. Then it thinks that 250 < 50.
My FLV is paused and I do a seek to FLVPlayback.playheadTime-1. This i.e. equals to 22-1=21. It works, but than VideoEvent.PAUSED_STATE_ENTERED is called and my trace shows playheadTime = 22 and nothing changed. If I seek to playheadTime+1. This i.e. equals to 22+1=23 my onPaused trace shows playheadTime = 24 and my FLV advanced 2 sec. not 1. So there is always 1 sec. added to playheadTime and its cut to absolut .000 numbers.
It seems like FLVPlayback alligns my seek into blocks of 2 seconds. But I need to position more accurately and jump in half seconds even.
I'm trying to sync animation to music at a specific BPM. I've tried using the Timer but it isn't accurate when dealing with small intervals in milliseconds. I did some reading and found an alternate method that uses a small silent audio file and the SOUND_COMPLETE event as a Timer.[code]...
I am with a small problem, is the following one, I have my main file that this calling 10 swfs external, example in frame 1 calls one swf, in frame 150 calls another one, in frame 230 calls another one and thus it goes until completing the 10 swfs, I am using something thus for each swf "tran1_mc.loadMovie(_root.i11)", in the HTML if I to place 10 swfs it pulls normal, all certainty so far, but if in my HTML to say only it to pull 3 swfs, it pulls these 3 swfs and the remaining portion is blank, what necessary to make it is when to finish to show to this 3 swf it comes back to the first one, somebody has an idea of as I can make this?
I need to make a countdown timer in Flash that will countdown in seconds to the next whole hour and then will reset and countdown to the following next hour The timer needs to be 100% accurate. Is it possible to create a countdown timer in actionscript which will be perfectly accurate - ie. will always be identical when compared with actual rea-life time, irrespective of the hardware, processing of applications done on a client machine?If this is not possible, is it possible to include in the code a detection of when the timer becomes inaccurate and then further code to get it back on track to correct the inaccuracy?
After wrestling this flash flv slideshow for the last few days, I finally have it running smoothly locally. The problem is that on a server it has serious issues. I see a blank screen where the flv should be... I assume it's still loading or buffering. That's a problem as is, but when it's in this state, nothing else works on the site (flash site-one swf). If you wait for sometimes 10 minutes the flv finally shows and the site works great. All of this obviously depends on the connection.
So I understand that this could be caused by the size of the 10 flvs. I'm using the FLVplayback component by the way. So that's fine for now, but I just want a preloader at the beginning to only go to frame 2 after the intro flv has been loaded. I thought this would be simple using bytesTotal and bytesLoaded. I was wrong. Below is the code I'm using. When you view the page the preloader seems to work, but after it runs - you are directed to the second frame... showing the "skip intro" button (which doesn't exist on the 1st frame)... but the flv doesn't show. It's actually still loading... 5-10 minutes later it shows up and the site works fine. My preloader isn't showing the progress of the flv load.
You can see what I'm talking about by viewing my project... if you're on a connection like mine you won't be seeing much: [URL]
Does anyone know of a preloader specifically for FLVs... maybe one that reads the buffer progress?
For a schoolassigment me and some buddies of mine are creating an application that is showing many similarities with the C-Mon & Kypski musicvideo on [URL]. The application is being developed in Flex.
We want to get a random point of a clip, let it pause so a user can mimic the pose and make a snapshot out of it.
What i managed to do is get a random point of the movie. I did this by getting a random value between 0 and de total duration of the movie.
But what i didn't managed to do is let the screen pause on every 24st of a frame. As the movie concist out of 24FPS. It looks like the the random value of the movie that is being requested is being rounded by the movie itself. As example: There appears to be no difference between the frames requested at 2.40 or 2.41.
It appears it got something to do with keyframing i've read on the Adobe® Flex™ 3.5 Language Reference. The movie is a FLV file and i use the VideoDisplay object to display the movie.
When someone clicks in my flash activity, sometimes it triggers a lot of computation. If the user clicks again (e.g. a double click), this event gets queued and dispatched after the heavy computation is complete. If I clicked many times, the problem is just compounded -- if clicked fast enough, the queued heavy computation finishes up to ten seconds later, with each clickEvent slowly dribbling out the next task.
I have two questions. First: how can I get the accurate time for when the click took place? In the example below, I am getting the dispatch of rapid click events long after the click was clacked (sp?).
Second: what is a good design pattern for collecting every click? Off the top of my head I suppose I should
I have created a class which will use an embedded font to dynamically generate a bitmap font at run-time. So far it works well except that I have a minor issue with character spacing.
In the image below the first line is an actual TextField and the second has been rendered using the generated bitmap font.
If you look at the word 'fox' or the 'ed' of the word 'jumped' you can see that the letter spacing looks a little bit odd.
Are there any alternatives to the TextLineMetrics class which will give me more accurate character metrics?
UPDATE :
Text rendering quality using the new Flash Text Engine :
UPDATE 2 :
By chance I have eventually found the solution :
The first problem was the antiAliasType property which was set to AntiAliasType.ADVANCED. Although it produces higher quality text it also causes TextLineMetrics to return incorrect widths for characters.
The second was that it had to also be rounded up (using Math.ceil) to the nearest pixel and not down.