ActionScript 2.0 :: Use CopyPixel To Create A Simple Text Printer?
Apr 5, 2007
I was wondering if it would be possible to use copyPixel to create a simple text printer for example you have a font as an image like this
[URL] then have some code that will transform your text ="hello world" into HELLO WORLD on your flash screen, but written in that font.
Because the font is spaced equally you could have the source x and y, times by 16pixels for each letter and move the Y source down 16 pixels when it reaches the right side of the image
I want to create Flash button that I can use for a dynamic menu.
To do this I have create a new symbol in my Flash project as a button. My button has 2 layers: * one layer with the graphics for the diffrent states (up, down, over, clic) * one layer with a dynamic text control
A have assign a variable name to the dynamic text (menuCaption).
When I put the button on my main scenario, I can change the caption of my menu item with: menuCaption = "some text";
Now I want to add many items to my menu barre, but all items a modified when I assign menuCaption to a value
What do I do wrong? What must I do to be able to assign each item separatly like <item_name>.menuCaption ="some text" ?
Trying to create a simple shopping cart with text boxes and delete buttons on the fly and everything is created properly, but I can't get them to delete.
My code:
Code:
for (i=0; i<clothingCart.length; i++) { var ci:TextField = new TextField(); itemArray[i]=ci;
[code]....
I get the same basic error no matter what:
Quote: The supplied DisplayObject must be a child of the caller.
I want to create a simple high score list of 10 high scores of a game. From reading the forums I seem to get the idea that flash cannot create a simple text file. I don't have php or asp but do have cgi capability. Does anyone know where I can find a simple cgi-script that will allow me to write the text the cgi receives to a simple text file: game.sco I want to be able to write a single long string to it so that I create a string of values and can load it back in using flash loadvariables. I can create the string in flash... but how do I write it to a text file using a cgi script? the text file would include this string...I already know how to read it and split it to parse it into arrays:
I'm trying to use copypixel to copy an image and paste it onto an existing bitmap. However, the image I'm trying to copy has transparent pixels so when CopyPixel's pastes the image onto my existing bitmap, the pixels already on the image is replaced by the transparent pixels from my image.
How can I make it so CopyPixel will only paste all pixels besides the transparent ones onto my bitmap?
I am going to start using copypixel and I wonder if I am understanding the concept well. I am having doubts about memory use. This is my question: If I have an external image (tile map) I loaded , each time I use copypixel to copy a region from this tile map, I am using additional memory or only the map is located in memory? In my application I need to copy a bitmap region from a tile map to a variable (var 1) and then copy another region from this var 1 to a second one (var 2). My concern is to increase the use of memory.
My game moves small pieces slowly. I am trying to bitmap blit with either CopyPixels() or Draw() but because the end result always blits to a whole pixel value, the animation looks choppy. Have a look at my test swf where I use a small helicopter, which shows 60fps with very choppy movement. I thought the bitmapData's draw() method would allow me to smooth, but it apparently only smooths changes made by it's matrix argument. My only other resort is to go back to using movieClips with hundreds of frames that represent the various poses.
Problem: I am trying to get a very simple text resize going, for my main content area in a flash website. My aim is to get a button, that on click, increases the text size of a dynamic text field.
[Code]....
This is what I tried, I am very new to Action Script, so excuse the futility of my code.
I want to have 4 radio buttons Then which ever radiobutton the user has chosen I want Flash to use it later on.
[URL]
however I receive the following errors why?
**Error** Scene=Scene 1, layer=action, frame=1:Line 4: The class or interface 'fl.controls.RadioButtonGroup' could not be loaded. var myradioGroup:RadioButtonGroup=new RadioButtonGroup("Group 1"); **Error** Scene=Scene 1, layer=action, frame=1:Line 13: The class or interface 'MouseEvent' could not be loaded. function showResult(event:MouseEvent):void { Total ActionScript Errors: 2 Reported Errors: 2
can someone just tell me the EASIEST way to make a text field or a buttohyperlink to another page on a site, a text anchor or another web site altogether?I don't know why Adobe has made this so un-intuitive and difficult. InDesign has a hyperlinks panel that makes it easy.I'm trying to modify a nav menu template that someone else created
How do you create a simple Health Bar for Actionscript 3.0? I have been searching for this for a while, and all I ever find are AS2 tutorials. AS2 dates back to about 900 B.C. ; it is an archaic language and it needs to be left alone, FOR GOOD.
-Snivvle -------------------------- "AS2 is for dinosaurs" - Snivvle, 2008 "AS2 is for people who are afraid to evolve" - Snivvle, 2009 "AS2 is for people I want to punch" - Snivvle, 2009
I am very new with AS3 and i am writing a project on how to design a simple website that will just display text, graphics and upload video using AS3. I am so so lost because i do not even know where to start from.
with the FLVPlayback component i can get a nice looking basic player for .flv files easily..is there some way to set up the same functions to create a very simple mp3 player with flash?
how to create flash movies but the damn program is too complicated. Been trying to figure out how to create a shape inside it as it doesnt want to import any image I have into the library.Is there a way to just create a simple circle?
I need to create a simple keypad. When using an embedded font in a dymanic text field I'm getting a strange result. I'm using .appendText in a function like this for each of the numbers:
function button1Press(event:MouseEvent):void { MySolution.appendText("1"); }
[Code]....
In most cased when I press a second button, both numbers change to the second button that was pressed. Press the two and "2" is displayed. Then press four and it changes to "44". When using system fonts this doesn't occurr. This behavior only happens on the iPad. It's fine in the test window on my computer.
I've been building an AIR application in AS3 which includes a number of drawing tools, allowing the user to annotate a page with freehand drawings, lines, text etc. I'm almost done and everything tests well on my dev computer but testing on an old XP machine crashed every time I tried to print. Eventually I realised this was due to a mass of data being sent to the printer which that poor old XP machine just couldn't handle. All I'm doing is creating a new printJob with printAsBitmap set to true, and using addPage to add the MC I want to print.
When I look at the windows print jobs dialog I see it's sending 1.68Gb of data to the print spooler! I figured that there must be too much in the MC so I create a bitmapData of the same size and copy it to a bitmap, then add that to a blank MC and send that to the printer - same problem! The MC is 2480x3508 which equates to 300dpi on A4 paper. By my calculations that should be a bitmap of around 33Mb, so where is all the other data coming from.
Here's my PHP Code: var myPrintJob:PrintJob = new PrintJob(); var result:Boolean = myPrintJob.start(); var options:PrintJobOptions = new PrintJobOptions(); options.printAsBitmap = true; var thisRect:Rectangle = new Rectangle(0, 0, 2480, 3508); myPrintJob.addPage(printTemplate, thisRect, options);
PrintTemplate is a simple MC containing a single bitmap. Both the bitmap and the printTemplate object are 2480x3508 pixels.
im trying to create a simple drop down menu. this is the code I have typed out so far.
menu_mc.visible = false; nav_btn.addEventListener (MouseEvent.ROLL_OVER, buttonHandler); function buttonHandler (evt) {
[code]....
What I am trying to acheive is that when the mouse rolls off the button, the menu disappears, the same when the mouse rolls of the menu, the sticking point is the rolling off the button to make the menu disappear.
I'm trying to create a simple looping background with code only (and one library item). It's going to be used in a game I'm making.
I place the graphics in an array and tell them to move in an Enter Frame loop, then, I want to remove the graphics that surpasses a set position on the stage and move it to the start of the array.[code]...
And how I would move the graphics to the start of the array, I simply don't know :( If I get this to work, I also want to figure out how to make more than one layer of looping graphics, if possible. But, do you think what would slow down the game a lot?
I'm trying to create a very simple flash:An input text field, in which the viewer is to enter a simple word (in this case, let's say the word is "earth.") Beneath this text field is a button.When the button is clicked, flash should detect whether the user entered the word "earth"- if they entered "earth", they get sent to frame 2 of this movie. If they typed something else, then they get sent to frame 3.Now, this should be pretty simple, but every attempt I've made has failed, and every search for a simple tutorial/example of how to compose the script meets with no results. Currently, this is the script I put on the button (The input text field has been given the instance name of "answer_1"):[code]
i.e. everytime the spaceship reaches a point a new one will be created randomly and the ship is flying to it (etc., etc.)Problem is that it doesn't really work because after the ship flies around for some time it suddenly stops to move. It's a matter of time. Sometimes the problem occurs after 5 seconds then again the spaceships flies around for 2 - 3 minutes and stops the movement immediately.Currently I have no clue where the problem is. I already checked the distance function but so far it seems to be okay
This is the code (just an excerpt):
Code: private function update(timeDifference:Number = 0):void { var step:Number = (timeDifference / 1000) * timeBasedUpdateModifier; for each (tempEnemy in enemyManager.enemies)
i am trying to create a simple panorama viewer. the direction is governed by two mouse over areas one on each side of the stage (both will be invisible), at present the left side animates the background panorama right by 10 and the right side animates the panorama left by -10.
This essentially means it multiplies its speed if i mouse over the same edge twice, this is a problem i wish to fix, i also notice that if i go from one edge of the screen to the other it animates and stops, if we look at this from a maths point of view.
-10 moves left ( if mouse moves too right mouse over edge) +10 this = 0 value or in other words stops animation, then i have to mouse over again to +10 to make value 10 eg move right. this mouse over twice thing is not what i want.
To fix both issues, i think it would be best to place a mouse over area between both left and right that zeros out the value. so the middle will always stop the animation. though id not know how to zero out the value.
CS4 says this has been replaced by flash.display.MovieClip.framesLoaded but this doesnt seem to work the same, i keep getting errors.
Basically I have scene called "Loading" and I want AS3 i this scene to wait until my scene called "Main" has loaded before proceeding to it. I have an animation in the Loading scene to show its loading.
I just want to create a simple timer for a car game which notes the lap time each time you cross the finish line. I then want to be able to use the "gotoAndPlay (frame number)" once either a certain amount of laps have been completed or when the timer hits a specified number.I have exhausted tutorials, none of which actually work - what im looking for is 'i think' actually quite simple but i am having great difficulty.... The car game tutorial with 4 parts which seems to pop up everywhere does not help as it is very complex and can only be used when the game is designed in the way that the guys has made it.