ActionScript 3.0 :: Pixelator Class Not Working When Looped?
Apr 30, 2010
I have been pulling my hair out on this one for too long. I have a web banner that uses Erik Hallander's Pixelator Class. Everything works fine when the timeline plays just once, but as soon as it loops I get error:
ArgumentError: Error #2015: Invalid BitmapData.
I have tried removeChild, removeEventListener, nulling the variables involved, disposing of the BitmapData. I also tried some conditional statements depending on the loop but no success.
I am trying to rebuild "Pixelator" class writen by Eric Hallander, becouse I need it for my personal site, and orginal class doesn't give me all that I need. I thought I have everythig right scripted but after compilate debuger gives me an error:
ArgumentError: Error #2015: Invalid BitmapData. at flash.display::BitmapData$iinit() at tmk::Pixelate/::pixelateOut()
This is code of my MainClass - calling a Pixelation effect: Code: package src { import flash.display.Sprite; import flash.display.MovieClip; import flash.display.Bitmap; import flash.display.BitmapData; import tmk.Pixelate; [Code] .....
I am making a website in Flash CS4 and wanted to do a background of images that fade in and out from each other on loop and that would not get interrupted by clicking a button. Here's an example of what I am trying to explain:n this website you can click any button (except the Projects button), bringing up that information in a text box and the images continue to loop in the background without looking like it jumps to a different scene
I want to create a SWF with 10 embedded FLVs as they are smaller file sizes than embedding the video in the main FLA timeline. I have imported using Import Video>Load external video with playback component.
For each of these FLVs i have created separate Movie Clips and placed each Movie Clip in a scene with forward and back buttons.
I need the FLVs to loop when played so I used this code in frame 1 of the Movie Clip:
Code: import fl.video.VideoEvent; SWFfilm01.addEventListener(VideoEvent.COMPLETE, videoFinished); function videoFinished(event:Event){ SWFfilm01.play(); };
The issue I'm having is that when the Next button is pressed and the playhead goes to the next scene, the sound from the previous scene pauses for a moment then continues to play through.
This is the code that I have at the moment in the first frame of the scene:
Code: stop(); invis01.addEventListener(MouseEvent.CLICK,play_S2); function play_S2(event:MouseEvent):void { SoundMixer.stopAll();
I have a very simple flash movie. It has 6 images that fade in and out in a loop. I created the movie and when I play it in Flash using Control > Play (with loop playback) it all works perfectly, but when I publish it there is a blank space at the end of the movie before it loops through again. It only lasts a fraction of a second but it breaks up the smooth image transitions. I have checked and there are no layers that go past the last image, and there is a keyframe on the last frame of the last image.
This code is a looped onRollOver, sa long as the mouse cursor is within "up", the movieClip moves up 3 pix at a time. I need it to slow down simulating inertia when the cursor is removed.I know a code that usually works.
f=0.3; xdest = 300; onEnterFrame = function () {[code].....
Is it possible to alpha tween (or any tween) the end of an animation with the start?For example, here we have a simple animation that alpha tweens three images with looped playback (keyframes capitalized):
I downloaded a flash app the other day. I can't put links since I don't have 50 posts, but if you type Dj Mixer on ActiveDen, it should come up.Basicly, it allows you to put sounds in a folder, add them to an XML file and the flash application acts as a mixer with a timeline. You can select which loop you want at what time and create your own track.There's one thing though, it doesn't allow you to export the sound. I have no experience in that area so I was wondering 2 things:- What would exporting the sound in an .mp3 format from the compiled sound loops involve in terms of complexity? Can this be done in a short time frame or is this something that requires a lot of knowledge and ressources?- Once the exporting to .mp3 part is done, I wanted to able to take that .mp3 and send it to my phone. Do you guys know of any Websites that offer a suitable solution for this?
I have a banner (160x600) and want to have 2 images (one at a time) slide into place and then fade out (alpha=0). Image1 should slide in and then fade to alpha=0, whiling fading out, Image2 should begin to slide in and then fade out as Image1 begins to slide in... this all needs to loop.
So this is the code I have which slides in the image and fades it out but I need for the fade out to overlap the next image sliding in and loop it all.
Code: import fl.transitions.*; import fl.transitions.easing.*; function finishHandler(event:TweenEvent):void[code]........
I've got a problem with an if/else statement within a function which checks to see which 'drop area' one of ten items should to snap to.. the problem is I can only set the start location of each item to work on the first hitTest, otherwise after clicking another item or positioning any item in one of the drop areas, the drop area becomes it's start location due to startDrag() and stopDrag() been called again to move the object..
What I've tried to do here is to create a variable (which does trace the correct (currentTargetHome) movieclip reference, but as a string) but it doesn't work when I try to access it's attributes using [currentTargetHome]. The item exists within the movieclip "gamePage" and the rest of the function works !
I am starting simply (or so I thought) by pulling an object from my library (libraryButton) with a unique identifier btn[i] and placing a dynamic text field within it. thus;
var numberOfButtons:Number = 5; var btn:Array = new Array(); for(var i = 0; i < numberOfButtons; i++) {
[Code]....
would work, and Im simply trying to target a child item within btn[i]
I'm working with the Tween object: I'm building a game where mc's need to drop periodically from the sky, and then when they reach the bottom of the screen, they need to be unloaded. The problem I'm having is firing "onMotionFinished" events for these dynamically, "loop-generated" mc's. I think I need to be able to send parameters to an onMotionFinished function, but I can't figure out how. I made a stripped-down version of what I'm doing, here's the code:
Code: import mx.transitions.Tween; import mx.transitions.easing.*; //this keeps track of which bomb we're on bomb_count = 0;
[code]....
Basically I just want to have more control over the programmatic tween and its associated events. Everything is there, it's just that the onMotionFinished event isn't attached to the tween I want it to be attached to, it's attached to the most recent tween that occured, or something. I suspect it has something to do with the fact that all my tweens have the same name, but I don't know how to name them differently in the loop.
I read some stuff about "delegates" and "superclasses" and other dizzying objecty things that seemed relevant but like I said, since I'm not oop fluent, I get pretty lost pretty quick, esp.
I have a gallery that generates thumbs. I want to make a tooltip on each thumb. If i add this to one button in particular it works fine, but looping it screws it up, i know its a simple syntax issue but am just stupid.
I'm creating an animated background/flash animation, in short I have several tweened pieces all moving/swinging around and I want them all to loop at the end of their individual loops. Each piece is on its own layer) I have been using gotoAndPlay(2); (I'm using a preloader so frame 2 is the start). The problem is (If I'm correct here) is the first layer to reach the end runs the "go to and play" resetting everything!. I want each layer to act independantly. Is there a different version of gotoAndPlay(2); that will work or am I looking at things like nested animations/importing individual fla's ect (all of which goes over my head).
have a loop that creates buttons. Each button stays on the screen, but scrolls off, meaning there are at any one time upto 4 buttons on the screen. There are a total of 241 buttons.t is to my understanding that using an array will allow me to access these buttons later, and that is great, but I can not find a way for it to tell me exactly which button was clicked.Am I missing something very simple here?
I have an FLV video that I am attempting to loop. I have tried various methods, but all of them cause the video to have a slight "jump" when the movie is looped. I can't seem to get this to go away... See the following link: [URL] Here is what I have tried:
- Using JWPlayer
- Using Flash embed method
- Using an SWF to display the FLV Currently, in the link above, I have an SWF displaying the FLV. But, I am willing to try anything.
So I've made a few custom classes before, but I cant seem to get this class to work. All it's doing is making an interlace pattern bitmap graphic.[code]When I instantiate this class via flash IDE using this code:Code: Select allimport com.me.shapes.HorzScreen;[code]I get nothing. No graphic, no errors no output.
Recently I added a class (its code is below) in my project but its not working if I open the SWF with Internet Explorer or Firefox, the rest just runs normal, only that class' code doesnt work (unless I open my SWF with Flash).
I hv am using clock movieclip as class, it have sound tick tock on it's timeline and interval funtion, if I remove child of clockmc but setinterval and sound is still working..i use this code to remove child..removeChild(myclock)myclock= null
I am trying to use AMF PHP to pass variables to a flash file, thus far I cannot see anything wrong with my code, but I have very little experience with creating classes, so here it goes, here is my code,
index.php:
<?php include "amfphp/services/flashMe.php"; $session = true;
[Code].....
Flash is looking for the flashMe class and the push method within that class, but I keep getting null variables in my flash file when I run it
I am building an application using Flex 4.5 and Zend_AMF as my AMF endpoint.I would like to map a class called CRequest in PHP to a class called Request in Flex.This is my php class:
I have a flash .fla called image.fla. I have a document class file called controls.as that is linked to the
image.fla. The .fla has the following frames; frame_1, frame_2, frame_3,etc
I have buttons such as button_1,button_2,button_3,UploadBtn (common for all frames) in stage etc when i click the button1 it will goto frame_1,if i click button_2 it will goto frame_2,etc.,All frames contains
my_mc..
Within the controls.as file,i ve the functionalites like uploading the jpeg,creating the text for my_mc etc.,
for 1st frame all functionalites working(i can upload,Creating text)..but if it's goes to frame_2
no action for that btn..The .as file only working for 1st frame alone..
I have a bunch of images that im pulling in dynamically from my library. I am looking to create masks on those images everytime they are pulled onto the stage. the issue is how can i name my mask's using a predefined name in the function and or attach it correctly to the object that came from the library. for example:
/// on the stage i have a movieclip named "mContainer" Code: var sw = stage.stageWidth;
On my file I got an external XML(which I can not edit) loaded into my file. I also have a CSS file for text/link styles which works if I use my own xml file with <span> tags. But the external xml I want to use does not have the span tags so the CSS is not applied as expected... My code looks like that, how can I work it out so I can use the span tags?
I'm trying to learn OOP in AS3 and I'm hitting some roadblocks early on with a practice site I started. My fla file is in the com folder and my document class/AS is in the mywebsite folder (structured like this: com/mywebsite). I imported the images and sound and used linkage to assign their class names. My code isn't showing me any errors, but nothing is working... no sound, images, not even the trace statement in the output.
Besides not knowing why it isn't working as expected, Still learning and all I'm unsure about my placement of variables and addChild methods in relation to my functions.