I am trying to use the reflect class from "http://pixelfumes.blogspot.com/2007/03/reflection-class-v3-with-source .html" but I keep getting this error:
ArgumentError: Error #2015: Invalid BitmapData. at flash.display::BitmapData() at Reflect() at Site_fla::GalleryPage_29/loadThumbs() at Site_fla::GalleryPage_29/sortXML()
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btw, first I used assigned thumbContainer as the mc argument (outside the loadThumbs() function) and it worked but not exactly what I wanted... because I thought it is supposed to update when the movieclip is animated but it actually didn't... when I use a scroller, only the thumbs that are first loaded to the stage get the reflection..
I have an empty mc on the stage called "infoloader" and I'm trying to dynamically load a mc called "my_info0" from the library into the empty "infoloader".My function references an XML array of thumbnails, which trigger movieclips to load into the FLVPlayback depending on which thumbnail is clicked.
I'm loading an external SWF (pre-made by an other department of the company I work for) using flash.display.Loader. I then traverse the display list, register all objects and listen for added/removed events to handle future changes to the list.
var obj:DisplayObjectContainer = loadEvent.currentTarget.content as DisplayObjectContainer; var count:Number = obj.numChildren;
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Is there a way I can listen for changes to the .visible property? Or any other property (that doesn't fire a built-in event) for that matter?
I am currently working on a shooting game, its also a trial for me to use Classes and Packages.My set up is the stage holds the player, the script then adds 2 movieclips, enemy holder and a bullet holder. The bullet is then added to the bullet holder.
having some trouble with hitTestObject and now Flash is telling me it can't convert my ip to a display object.. my problem is the ship class extends Sprite to begin with so I don't know what's going on:Compile error shows this:
TypeError: Error #1034: Type Coercion failed: cannot convert Ship$ to flash.display.DisplayObject. at Control/controlgame()
So I'm following a game tutorial to help me build a small game for a class and I'm getting an error I'm not sure about or how to fix. Basically at this point all I'm trying to do is generate an array of meteors that will go across the screen, there's still a ways to go on this but at this point when I test my file I get:#1034: Type Coercion failed: cannot convert Meteor$ to flash.display.DisplayObject.at SpaceGame/checkForHit()
my problem relies in here, even though i never specified a fillcolor it's filling my bitmap with white, and i don't know how to undo it, the only way is if i remove every parameters such as width and height, but i need to resize it so, you know.
I'm getting an error when I click a button which brings me to frame 2. The error is:
Warning: No libraries were linked as Runtime Shared Libraries (RSLs) because of your publish settings: AIR Android [SWF] Lemonade-boy.swf - 862607 bytes after decompression TypeError: Error #1034: Type Coercion failed: cannot convert 0 to flash.display.DisplayObject.
I've got a menu which is buid up of 4 movieclips. To each moveclip i have attached a class. When a movieclip is clicked i want to add that specific class. But i get som errors here.. Someone who can help? This is the error i'm getting when a movieclip is clicked:
TypeError: Error #1034: Type Coercion failed: cannot convert Contact$ to flash.display.DisplayObject. at Main/menuClicked()
This appeared as I was trying to use a mouseEvent to move an object.I placed the variables for mouseX and mouseY in the public class. I did the same for direction X and Y but there was no error message for those.
If anyone has a framebuffer implementation, could you please share some performance benchmarks? Or at least tell me how much difference are there in your point of view. I need to make a flash game which has almost 1K 50x50 bitmaps moving on screen(more than 10K display object in display list), and want to know if flash can support it well on a normal PC with at least 30FPS.
I should mention that the reason for me taking this approach is that I have a PNG, with transparent areas, I need to test for collisions in the non-transparent areas, which is why I was using this approach
I have a PNG, i import that and convert to bitmap, then convert to bitmapData
In Action Script, FileReference.browse() is called. I would like to send the chosen file to Javascript and convert it to File object, just like if I would press the Browse button of the <input type='file /> and got File object. I need that to be able to display picture thumbnail like shown here. Maybe instead of passing the whole object it is possible to send only the required information for the thumbnail from the object?
I have a sprite with some objects in it which are transformed in 3D (positioned and rotated). The objects form a coneshape in such a way that the objects that make up the back are hidden.When I use that sprite as a source for the bitmapData.draw() it is drawn from another viewpoint so it seems. In my case the copy is viewed slightly from the bottom and right.
Bottomline:Does anyone know of a way to duplicate the image of a sprite which contains 3D manipulated graphics?
I am building little games never anything too big. I'm having fun. I'm getting the following error message 1067: Implicit coercion of a value of type String to an unrelated type flash.display:DisplayObject.
It's got to do with the varObject variable I pass into the hitTestObject (at the end of the code) a. I exported the moveclip for actionscript and gave it an instance name so what's the problem???
So for instance, I've got three .as files called 'Helicopter.as, Game.as, Blue.as' and I also have a .fla file called Helicopter.fla (These files are all suppose to link together, to make the helicopter game) . In the Game.as file, I have the following;
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Flash doesn't recognise the original Helicopter symbol (in the Helicopter.fla file, because I deleted it). But I want the system to detect the 'circle' drawn using API (In the Helicopter.as file). And I have no idea how to how to name the API drawn circle 'Helicopter', thus I'm getting an error. So how do I name the API circle to 'Helicopter', so the Game.as file recognises it.
I have a BitmapData object with an alpha channel. I'd like to know the fastet way to offset that alpha channel in ActionScript3 (FlashPlayer10). By offsetting I mean shifting all pixels of that channel in one direction (wrapping around the image borders) while leaving the color channels as they were.Is there a good way to apply a such a transform to one channel only?
I would like to be able to quickly check if a given DisplayObject is a descendant (not in the inheritance sense - ie. child, grandchild, great-grandchild, great-great-grandchild, etc.) of another DisplayObject. There doesn't seem to be a native way to do this and I can only think of two ways to achieve it: Create the mother of all nested loops. Seems a bit, I dunno, wrong? Dispatch a bubbling event at the 'child' and check if the potential 'parent' receives it.
I am having an issue with compiling a .swf. I get the following error on what seems to be related to the images. There is about 40 that are all very similar the the error code listed below:
5000: The class 'com.decalmywall.Emb_EMB_BORDER' must subclass 'flash.display.BitmapData' since it is linked to a library symbol of that type.
Using Actionscript 3 is there a way to search one bitmap for the coordinates matching pixels of another bitmap?
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Somehow you would have to loop through the bigger bitmap to find and the the pixel range that matches and return those coordinates. For example the Bitmap with the "E" is 250 pixels over and 14 pixels down in the bigger bitmap.
How can i cast a object to another type? in AS3 i tried putting (objectType) infront of the variable but it doesnt work, below i have added objects of fishes into the child, and i am getting the fishes back out when mouse down is triggered, and then calling the fishes what to do. however i cant call the method of the custom class fish because it is a displayobject.[code]...
When I publish the file, I'm getting the following error message in the Output panel:
**Error** Scene=Scene 1, layer=Layer 2, frame=1:Line 7: The class or interface 'BitmapData.loadBitmap' could not be loaded. var plaid:BitmapData.loadBitmap("plaid");
I have a somewhat complex parent/child hierarchy object that I need to display in a tree format that dynamically updates. To pass it into the tree as a dataprovider I convert the top level parent into an Array and then into an ArrayCollection. The problem there is if anything changes in the hierarchy the tree isn't dynamically updated unless I regenerate the dataprovider.
EDIT: I didn't have much code shown so I just tried to include the skeleton version of how everything is being used below, the tree works fine and even when I remove/add nodes the changes are evident but the vertical scroll bar isn't updated(doesn't resize) and if I scroll the tree will get out of whack and may display whitespace at the bottom of the tree where the item was just removed.
I tried just a plain bindable ArrayCollection test object with multiple levels and it updates properly so I think my tree is fine it's just how I'm trying to bind the dataprovider that I'm having the issues.
AS3 Class 1 - Object that can have plenty of child objects of itself by calling insertCustomObject()
public function CustomObject() { } public function insertCustomObject(customObject : CustomObject) : void {
public static function cloneDpObj(target:DisplayObject):Bitmap { var duplicate:Bitmap;
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to clone target displayObject (MovieClip or Sprite) and return Bitmap Object.
It can get bitmap from the target object, but it seem don't get all the area of the image.
By give the width and height of target object, but the target object in design was applied by Glow Effect, so my question can we get the all view of bitmapdata from a displayobject?