I have a simple character rigging system that I'm working on and I'm running into a bit of a snag. I am trying out the system with a new character animation which has more subtle movements which flash appears to be using pixel snapping on. The result is that, since the eyes, nose, and mouth are all separate pieces and children of the head, their pixel positions are all being snapped a little differently and it looks like the pieces are just floating around on the face.
More background: The assets are SWF files loaded in at run time, they are not cached as bitmap, the issues only appear with small movements that make single pixel differences noticeable, the same animation loaded in as one swf and not rigged looks fine, but this is likely because that swf's x and y position is not changing, just the assets in it. It seems to me like flash is treating the loaded in facial assets as bitmaps with pixel snapping turned on.
I've googled out a lot of different stuff on this matter but nothing seems to work. I have a Sprite object which is used as a main container for other objects.The lowermost child of this sprite is a Bitmap which represents a background, the upper ones are MovieClips. These movie clips contain bitmaps. There are also DropShadow filters applied to these movie clipsThe problem is that when the main container moves, e.g. 1.3 pixels to to the right or to the left (doesn't matter) all those objects (movie clips contained inside of it) move like they snap to pixels. Well,it's obvious, they do. But is it possible to avoid pixel snapping for movie clips and sprites?I tried to set pixelSnapping of the bitmaps inside those MovieClips to "never", but it doesn't work. Removing all filters or drawing movie clip to bitmapdata doesn't help either.
I am looking for a fairly simple image comparison method in AS3. I have taken an image from a web cam (with no subject) passed it in to bitmap data, then a second image is taken (this time with a subject) to compare this data, from these two images I would like to create a mask from the pixels that match on both bitmaps. I have been scratching my head for a while, and I am not really making any progress. Could any one point me in the right direction for pixel comparison method, something like getPixel32()
There's not that I can't do this, I just want the best way on how to. I want to create a grid in as3 and draggable items that snap to the grid. I guess you all know what I mean. The best way seems to create small boxes like explained in URL... Then add an addeventlistener to it that when the draggable item hits it, the x and y need to be set. Or is there an easier way?
So I'm displaying data with a tilelist and a scrollbar. I want the use of the scrollbar, but I don't want totally free scrolling. For the rows I'm displaying vertically, I don't want to be showing like half a row, I want it to snap. I know this can be achieved with the up / down buttons of the scrollbar, but that's not the way I want it to work How would I be able to ensure that only a full row can be shown when scrolling?I've taken a look at the event you get when you subscribe to ScrollEvent from <TileList>.verticalScrollbar and they run through fl.controls::ScrollBar/handleThumbDrag and l.controls::Scrollbar/setScrollPosition before getting there, which obviously sets how the tilelist should be displayed.
i have a made adrag and drop situation where someone is cooking a steak. the pan has the instance name of triangle_mc and and the food has an instance name of triangle_mc the script below works fine.
Is there a way to have the startDrag command not lock to the centre of a MC but to have it snap and drag from a set location, ie _x and _y positions, on a MC.
I'm outputting some dynamic text, and I'm in desperate need of figuring out a way to display an image beneath it, and to dynamically display so it's always at the bottom of the text. The image is another line of text that is styled so I can't simply write it into the box.
I've got a movie clip that's basically a grid with small little boxes that total 84 rows, and 20 columns...I'm trying to get the user to be able to snap to the y position of one of the small little boxes.You click on a square, and position it over one of the small boxes in the grid, but it always snaps "wrong". I've tried --square_on_grid.y = Math.round(square_y/g_gridSpacing) * g_gridSpacing;
I'm trying to make a gallery where the user can move the cursor to the left and right to have the images slide in that direction. I also want to have the image that's in focus snap to the screen after about 2-3 seconds of the cursor staying around the center.
I am trying to snap 2 vector points together but for some reason its moving the entire object instead of the point. I am trying to follow instructions in a book and the book shows that it is using the solid (filled) selection tool and it has the magnet turned on for snap options. It shows I am suppose to click where the (right triangle) appears beside the mouse arrow and then snap. but it keeps moving the entire Object even with the (right triangle) appear beside the mouse arrow. what could I be doing wrong ??
I am currently making a clone of Puzzle Bobble, and I'm having a bit of problem with snapping balls to a grid.(I can't post links it seems, but see the first hit on google when you search for "flash puzzle bobble" if you don't know what game I'm talking.)I have a decently working hit detection, calculating the distance between the fired ball and each ball already on the playfield and stopping the ball when the distance is less than the combined radius of two balls. At this point I send the stopped ball to a function that I use to reposition the ball according to the grid.My grid is currently constructed as a multi dimensional array, like this:
I have a label and I need the pixel value of the end of the text of the label. I will later later need to set a icon in fronto f the end of the text. I tried label id.x and y but it seems not working. Also for some reason when I do something like <label id>.x+5 it gives me a implicit coercion error...not sure why?
I was wondering what the code to get something to go to a whole pixel value is. I'm using pixel fonts inside of a movieclip and when the movie clip is moved through actionscript and lands in a different spot with easing, the fonts look bad because i suspect that they are no longer on pixel values.
I made a menu by attaching movieclips and specifying the text as a variabel. the main movieclip is called meny, then I attach the movieclips txt and pil (pil is norwegian for arrow) inside it, and specify the y pos. This works on my mac, but when I see it on a PC the text is down by aprox. 5-8 pixels.
How do I programatically get the pixel dimensions of my SWF. I tried using stage.width and stage.height, but this seems to be a tight bounding box on all the objects in the video, not the actual viewing area. I also want these pixel dimensions to be accurate as javascript dynamically resizes this SWF.
I have a Flash CS3 movie (AS2) wich uses pixel fonts. The text is within a movie clip that uses the tween class to move with ease. Whe I publish it, everything OK, the text looks very crispy. But I want this movie to be centered in the browser window so I've used the tags <center> </center> in the html file as you can see below. When you play the movie it plays in the center but... with IE8 the text is blurred if the browser window is maximize, but crispy if you minimize the window!! With other browsers it works well with all windows sizes, IE7, Firefox, Safari...
I am trying to get the alpha values in the rect of one (playball_mc) clip inside another bigger clip (dst_mc). The clip dst_mc has a bitmap attatched and also has a shaderFilter that calculates the alpha values.ut I only get alpha values of 0xFF.Does anyone know what I am doing wrong or where the alpha value gets lost?
CODE:var rSource:Rectangle=new Rectangle(playball_mc.x,playball_mc.y,80,80) dst_bmp.draw(dst_mc);bmd1.copyPixels( dst_bmp , rSource, new Point(0,0) ); for
Is there a way to retrieve the color of a generic pixel on the screen using the mouse pointer inside the Stage of Flash Player? With the getPixel method of the BitmapData class you can get the color of a pixel only if the mouse is over a bitmap image, but what if I need the color a generic pixel on the screen?
When the user clicks a point inside the triangle, we will get the x and y coordinates, do some calculation with those values and get some (lots) of pixel coordiantes accordingly (all of those calculated points will be within the triangle). And finally, change the color of those points (something different than triangleShape fill color).
I have a website with a Flash banner. This has worked fine in all major browsers (IE7/8,Firefox, Chrome, Safari, Opera) for some time, but when I upgraded to IE9, the banner is displayed with a 1 pixel shim on the right-hand edge, which is throwing the layout off.know past versions of IE would display line breaks as white space and I wonder if that's what's going on here. I'm using the AC_FL_RunContent() function to display the Flash file.I'm not sure where to look to debug this, but I'd like to fix it sooner rather than later