ActionScript 2.0 :: Clear Screen - When Go To A New Empty Fram The Crap Is Still On There
Apr 23, 2008
I have a project i'm doing for school making a game with a tile back ground and duplicate movie clips for the dudes. and when i go to a new empty fram the crap is still on there i need it off i know the remove movie clip thing but the back ground it is made like
I'm translating a program from AS2 to AS3. I've got a simple animation drawing lines between balls which are moving on the screen, but I can't figure out how to use the clear() to remove the old ones. This is what I'm getting:
i've been working with flash for a long time, but there's still something that i don't quite think i'm understanding fully. i see many of these sophisticated photography sites programmed so that the photo fills the whole screen (such asand the photo is crisp and clear on any sized monitor.i know how to set the site to be programmed to fill 100% of the screen, and i know how to "trace bitmap" inside of flash so that the photos work a little better. they then act more like vector images than bitmaps which tend to pixelate when proportions are enlarged. but when i use the "trace bitmap" feature, the flash file often becomes very large size in terms of KB, even when some detailed smaller images are traced.
I'm making a lightbox type of effect in flash. How would I go about making the semi transparent layer that covers up the background fill the screen so if the screen is readjusted it remains covered?
I am using different keyframes in my document to represent different pages on my website. However, when I change the document length, this changes all of the pages. How do I give each page a different size? I want some pages to be longer as I add more content to those pages.I'm sing CS4, flash 9, and action script 3
i heard that i can export fla job to an animated png instead of gif and the png will be loseless cause when im exporting to gif it became some kind of crap i've asked in other forum and they told me that there's no such thing animated png because png is a still picture so i showed them some kind of animated png like this one [URL] just to prove them that there is animated png now i have 2 problems when im exporting to animated gif the mask and the movie clips at the job wouldn't shown example: here is the fla, the swf, and the exported gif.
I import a text from a XML into a dynamic text box which is located inside a movieclip, which I animate. But when it animates, the text looks like crap. It jumps around and looks like laggin and shiet.Is it possible to "Break Apart" by AS after I imported the text? Yes I tried "Anti Alias for Animation" and it still looks shiet =/
I'm working on a game whose background has many layers that each scroll at different speeds.
Inside each layer I have a Sprite, I've started using graphics.beginBitmapFill, but what I've found is that the graphics.clear() function doesn't actually clear the contents set by the previous call to graphics.begin.BitmapFill. Each frame, I adjust the matrix to shift the layer as needed. Then, I call graphics.clear() and graphics.beginBitmapFill() with the adjusted matrix. Since my layers have alphas in the bitmap, I can see the contents that was drawn the previous frame.
I have a list of 99 item (something like a phone book) and I will like to sort them in different method. Part of the 99 item might be empty, so the requirement is to move the empty field behind the sorted data in every sorting behavior, here the code we have so far:
[URL]regarding this tutorial I started my site [URL] to get some trasition effects but im getting somewhat different since the external SWFs take time to load. isn't it better to create "intro and outro" on the same time line instead of loading external SWFs bcos once the movie loaded as a whole will lead to smooth and contineous transitions.
i am a beginner in action script / flex framework and i am facing a problem: i would like to have like a menu bar always anchor the bottom of the screen in normal and full screen mode... i try to set my component with bottom = "1" (so it should alway be at 1 pixel from the bottom of the stage ... But .. NO :)
The problem that I'm facing is in regards to the width of a sliding menu that I've created. The menu slides based on mouse x position and width of the movie. I would like the menu to fit to the entire screen regardless of the users resolution. I wanted to know if there's a way to detect a users screen width and then adjust the variable for screen width within my actionscript .fla if necessary.
How can I make a action script controlled print screen that will save a part of a screen And can I filter a color out of it (so that only that one color will NOT be visible on the saved img) with AS
I want to make a box come from off screen then bounce back and forth and then come settled down in the middle of the screen. It can be random bouning intervels or a set amount.
I'm new to Adobe Flash CS4. I'm making an animation of some fish underwater. I have 2 small fish motion tweened to follow a large fish from left to right. When I view the animation in full screen the small fish seem to be wiped off the screen at a certain point. The tween box continues to follow it's path but the symbol disappears. This only seems to happen with larger objects.
I'm making a side-scrolling game, with a (theoretically) infinite background. I have a block engine that places the blocks on the bitmap canvas. Now here's the catch. I'm using the bitmapData.scroll() function. Now unless I clear the screen each time the character moves, it's going to leave ghost images of the border of the screen, like this picture: zanzlanz. tumblr. com/post/18857712784 If I clear the screen each time, then it generates a lot of lag (because it has to repaint the objects again). I'm a bit lost on how I can scroll without leaving streaks of the side of the screen and without repainting the entire screen.
im making an application on the chicago bulls, its nearly finished but ive hit a problem i cant fix, when i try and move from the roster screen to any of the other screens the items on the roster screen stay visible and the script on the new screen doesnt work.URL...
I have an AIR application that will go full screen when the application starts: stage.displayState = StageDisplayState.FULL_SCREEN_INTERACTIVE; The stage size is 2560 x 1024. And I have 2 moniters (1280 x 1024 , 1280 x 1024) When I start the application, it shows my application on one of my moniter only.
I need the left side of the stage to be shown in moniter 1 and right side of the stage to be shown in moniter 2. Currently, both sides are shown in moniter 1, and in moniter 2, it shows nothing but my default desktop. *The blue color line is a divider for better visual purpose. How do I make the left side of the stage to appear in moniter 1 and right side of the stage to appear in moniter 2 when the application starts in full screen mode?
Is a command for AS2 to make my movie file play fullscreen (stretch, fit to screen, anything).
goFullScreen(); is great but it leaves white bars left and right. What's odd is that I'm using Adobe Flash Media Live Encoder and it seems to display a perfect widescreen that I want as an input and output but once compiled in flash, it's more square leaving me with white bars left and right. The frame for the video in flash is also widescreen looking.
edit: I ended up stretching the width of the frame but if there is a better way through a command that would make my life easier so I don't have to adjust to every monitor that I run this on.
It seems like the loading screen (more like frame) is the last thing to load, so you are stuck staring at a blank screen for a while. How can i prioritize how the game loads so that the instant you get on the page the loading screen comes up immediately?
I have a flash app that contains a lot of data. Part of it has a video. I want to have an option to expand just the video to full screen mode. I have this working now, however it scales it proportionally based on the size of my flash app. Instead of doing that, how can I expand it to be 100% of the screen width?
Code: function goFullScreen(base):void { if (stage.displayState == StageDisplayState.NORMAL)
I've been trying to attempt to make it so a .flv video will fit to the entire screen of the browser window. ( I already have my .swf file fit to re-size to any browser on any computer. I just can't figure out how to make the video as well) And obviously an external video so the flash file wont take forever to load.The point is this is to be able to have the Video be the background. So I may put content (Links, information or whatever else) on top of the video.
Actaully I am running a cards game. While running the game in between if I change the style portrait to landscape. then how can I detect the screen size and run the game according the screen style (Portrait or Landscape).
Actaully I have written the code to detect the screen as portrait and landscape. But in between if I change the game portrait into landscape, no more it works.
[ X ] Problem solved I just came up with something i have some trouble to handle I've tried a couple of solution but none seems to work perfectly
What I'm trying to do is simple, get my flash to go full screen, but whatever resolution the user has, my flash must centers itself with the biggest proportion possible, and two movie clips goes right and left of it, as if they were borders.
I've been able to do this with a simple png, but i was not able with a movieclip where his dimension changes through time. ( i have a tween, so the mc gets really big even though just my stage is displayed)