ActionScript 2.0 :: Magnifying Glass, With BitmapData?

May 12, 2006

i was wondering if anyone have an idea on how to make a magnifying glass that would work with AS instead of 2 versions of the same bitmap one scaled down and the other in normal size..i think there should be a way to achive this effect using BitmapData in flash 8

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[code].....

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ActionScript 2.0 :: Horizontal Infinite Menu With Magnifying Glass Effect

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In my flash page I made, in the right side, a horizontal infinite menu with a magnifying glass that has the same effect. This clip is made separately and is loaded into the page by an empty movie clip. All works well when is not in the page, but when it is loaded the lens is not moving. I figured out this problem putting this AS into the empty movie clip:

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I've trying to find a solution for a fullscreen bug. Here is a picture showing the "reel" in normal mode:[URL] When I press the magnifying glass the middle picture should go fullscreen. But this is what happens: [URL] As you can see, a part of the left pic is showing as well. Depending on what resolution im on the pictures are shown differently but never with correct fullscreen for the middle picture. I'm attaching some of the code here where I'm guessing the problem might be.

[Code]...

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I have placed an image within a movieclip that I would like to zoom in on when the mouse passes over it. The zoom on the cursor is working, but the mouse remains a magnifying glass even after it rolls off of the zoomable image. I have tried putting the image and zoom code inside an swf and loading in it into a container via loadmovie, but the same problem with the cursor occurs.

[Code]...

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[URL]

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[Code]...

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I've made a mobile version of my software, with low-res images and such, and I can now fully buffer all my content (including a 360 frame animation which is buffered to memory). Problem is, that everytime I update the view, more memory is used.When I write image = new BitmapData();, does it store the previously created BitmapData's in memory? Do I have to flush the memory somehow before I draw my second picture in BitmapData?Example:

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ActionScript 1/2 :: Magnify Glass Works But Rollover Buttons Dont Move When Hover Over

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I am using a magnifying glass effect in flash, but because my content and rollover buttons sit "inside" the magnifying glass, so they appear magnified, the rollovers dont work when you mouse over them because technically you aren't mousing over them, if that makes sense.

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I am having an issue with using BitmapData.draw(stage). I am getting the following error:

SecurityError: Error #2123: Security sandbox violation: BitmapData.draw: file:///C|/Documents%20and%20Settings/bla...bla...bla.swf cannot access null. No policy files granted access. Here is a portion of my code:

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I'd like to tween milk in a glass floating over to a container and slowly tipping and pouring the milk in. Is it possible to do this correctly using tweening? If not, is it possible with masking?

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Actionscript 3 :: Graphic Object BitMapData Type The Same As BitmapData Type?

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The title might be a little misleading. Look at my code and I will explain

public static function loadTile(tileDir:String = "empty"):void
{
if(tileDir != "empty")
{
tPoint = new Point(0,0);
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[Code]...

I am trying to do tiling with sprites. I want my tiles to be interactive, so that is why I am using the sprite object instead of using regular bitMaps to represent my tiles. You might be wondering why I wouldnt just use graphics.beginBitmapFill(tImage); and graphics.drawRect(0, 0,tWidth ,tHeight ); to pick out the tiles I want to use. Well reason being is because it turns out that drawRect() first and second parameters actually alter the location of where the actual sprite sits at.

So if I set the x and y properties of the sprite to x = 20, and y = 20. then I set my drawRect(20,20). it actually adds an extra 20 pixels to my x and y coords of my sprite. And I know the reason why, I just need to know a better way.

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