I've tried a bunch of options but can't seem to smooth a dynamically loaded bitmap from another domain. I've come to believe this is impossible without a cross domain file. Is it possible or not possible?
I keep getting:
SecurityError: Error #2123: Security sandbox violation: LoaderInfo.content: http://....swf cannot access http://...png. No policy files granted access. at flash.display::LoaderInfo/get content() at Main/showLogo()
So outside of putting a crossdomain.xml file out there, any options?
I have the following script in both frame 1 and 2 to let a movieclip move from right to left on the stage:
[Code]...
And the clip is indeed moving from right to left on the stage and when it reaches _x -550 it is going back to it's starting position _x 250 only the movement isn't smooth at all. What should I do to make the movement more smooth or should I use a completely different script?
I have a movieclip that I want to be resized when a button is clicked. I want the animation to be smooth as if it had weight though. I read the tutorial on this but I need something slightly different, I would rather it where I can just refer to a function that is set in another movieclip. That way I could easily refer to it again and just set the height, width, and if possible, x, and y.
And my second question, is how to keep the border of my movieclip that is going to be resized the same thickness. I want the inside to be resized but the sides to stay the same width but move to stay on the edge.
I have made a little drawing program for my daughter, and I have worked in the ability to save and load images that you have made. It's a simple line drawing thing, but she's 3, and it works.Whatand I'm still new with Flash and AS3) is that I can "addChild" to put the jpeg on the stage, but it's on (or over top of) the drawing area. That means that when I start to draw, I don't really add to the picture, instead, it's drawing behind it. I used the line drawing tutorial as the basis for this little app, the basic code is :
Code: public function DrawMain(){ graphics.lineStyle(theLine,0x000000); //default to black lines
I am trying to paste a bitmap (any bitmap) onto the stage. I just get the box outline on the stage. I have imported several basic bitmaps into the library. I tried dragging and copying and pasting but I always just get the outline. I don't know if it means it can't be pasted or there is a setting to display it. If I copy the same bitmap and paste into word for instance I do see the image.
i just wanna know how I display a bitmap that I exported for action scriptinially i tried this
var myBitmap:NameOfTheClass = new NameOfTheClass(40, 40); addChild(myBitmap);
i got a error saying that is not possible to implicitly convert a BitmapData to a displayObject (or samething like that) so a changed the base class of the exported bitmap to flash.display.Sprite, but didn't work, the same error was generated.
So, I want to create an effect such that each frame I : 1 ) create a bitmap representation of the stage. 2 ) reduce the bitmap's alpha to .75 3 ) remove any currently existing bitmap from stage 3 ) add new bitmap to stage.
If I'm correct in my thinking, this should effectively create the illusion that the stage is fading over time, as every time you call bitmapData.draw() the bitmap will be set at .75 alpha. This *should* mean that when I apply .75 alpha to the new bitmap that it should effectively result in a new image that is .75 * .75 alpha (.56), then on the next frame again it should be lower still (.42), and on... .31, .23, .17, and so on... But it seems that what's *actually* happening is that the new bitmap always *looks* like it's .75 alpha every frame.
ActionScript Code: import flash.events.*; import flash.display.*; // draw a black box... this.graphics.beginFill(0x000000); this.graphics.drawRect(0,0,100,100); this.graphics.endFill(); [Code] .....
Additionally, I've tried using stage.invalidate and doing parts of this in an Event.RENDER handler, but it didn't work either...
This is the hierarchy for the display list. The animated layer is slowing to a bad chug on the heavier backgrounds. This is due to the fact that when zoomed in on the container layer, the automatic cacheAsBitmap functionality in the flashplayer is caching a HUGE image, which takes a fair chunk of memory.
I have started dev on this, and this is my process.
Good guys do not espresei fine, next I have a gallery-shaped grid, when I click on one of the thumbs hold containing the thumbs up to widen the thumb be selected in proportion to the screen, the problem is that if I do that he usually gets caught, then did the following when you click unconsecrated thumb I create a bitmap with the dimensions and position of the holder, so I can make the scale until the ratio of the screen and not get caught, but there comes another bug if I click thumb that at some or the x or y is equal to 0 goes to my bitmap somewhere or walks out the screen
What i want to do is get a png from my library load it into bitmapData then into bitmap then onto the stage.I don't even have enough success here yet to have code to post. Please for the LOVE of Mike!
I am trying to distort a bitmap, I mean, I have this bitmap in the main stage and I want to drag a section to. I don't know, maybe drag the eye of the character in the picture but I want all the bitmap to react or at least the closest region of the point I am dragging. Is that possible? I know the drawTriangles() that is been use to gave this 3D effect, but I need something different.
I have a really really annoying problem with Flash CS5 (11.0.2.489) on winXP.Everytime I place a bitmap (jpg, png..) on stage, Flash crashes.It occurs with existing fla, as well as with new documents, but only as3!(with as2 new documents, it seems ok!)I tried deleting preferences (reg key and AppData folder), nothing changes. Rebooting does nothing.
I have been following the samples code of Foundation ActionScript 3.0.
I have imported a jpeg into Flash CS3 IDE Library and Exported(Linkage) it to be used in action script by giving a class name 'Image'. And when I am trying to compile the file its showing error: 1136: Incorrect number of arguments. Expected 2. and 1067: Implicit coercion of a value of type Image to an unrelated type flash.display:Bitmap.
How to attach the jpeg to the stage as a Bitmap datatype using as3..
I am trying to load images dynamically to my stage. I am reading an xml file and trying to add the images0 to the scene. For some reason the image file seems to be loaded (I have put a trace "Success to check it") but when I try to addChild nothing happens. This is the code of my class followed by the code of my flash file: The main idea here is to load as many thumbnails as the xml file contains so I can play with them making a horizontal scroll.
I have a number of display objects drawing to the stage, including bitmaps, graphics/shapes, and text. What I want to do is put a layer on top of this that "grabs" or copies the image resulting from all the rendered objects below it.That is, I want to get a bitmap object that contains an image of the all the rendered objects beneath it in the display list. Consider it as taking a screen grab of the stage.The ultimate goal is to be able to then apply transformations on this bitmap, giving the appearance of transforming all the objects that draw under it.Is there a way to get such a bitmap? Or if not, is there a way to apply an image transformation (e.g. rotation, etc.) to the stage after a bunch of objects are drawn onto it?
I am using the draw() method of the BitmapData to encode a jpeg of part of the image. Now this should be easy enough given the object I want to draw to the bitmap is on the stage at design time so I know its location and dimetions exactly! Heres the code I have in place.
Code: var myBitmapSource:BitmapData = new BitmapData ( street.width, street.height, false, 0x333333); myBitmapSource.draw(street, null, null, null, new Rectangle( 96, 5, 571, 450 ), true );
I know for a FACT that no part of the street clip I am drawing out is in negative space, and it's registration is (0,0). However, it cuts off A lot of the top of my image. y=5 in the above rectangle is where I need the top to be, but it cuts the top off of the image... even if I change it to 0, it has no effect.
I'm cutting my teeth in actionscript 3 on a game that has a character running through a world. So, I have set up my Hit Testing by using the bitmap data hit test method, since I figured my world is going to be destructible - it'd be nice to update the level and then redraw it and have the character interact with the new change. (That works beautifully) I am however; a bit confused as to how I have my hit Testing set up. I've been messing around with it, and it works for now - but I'm not sure why.. currently, I have a character set up by using a class I built and using a series of animations I created. So, this character has a walking and falling animation, etc. This is a movie clip.
Then there's a bitmap 'emptyBitmap' with bitmap data created - however; I never really added this as a child to the character. This is sized to the dimensions of my character. My level is created as a movielip, then it's drawn to a bitmap - when the level movieclip is changed, the bitmap redraws, and that's how this updates.
I know the topic of "duplicating" movieclips is a hot issue with the new virtual machine. Luckily, I understand the implications. I only am [currently] interested in duplicating a Bitmap. See, I load an image from an URL using 'flash.display.Loader.load', which is a non-blocking operation in Flash Player.However,I may use multiple copies of the loaded image (which is reported to be a Bitmap, naturally) in the display list at the same time.Hence, I naturally do not want to load the image from an URL every time, because I don't want to wait for a non-blocking call to complete. Nor do I need to - I mean one copy is already loaded, so it should be possible to just "duplicate" it, right?
My idea is to do use the bitmapData property of a Bitmap and pass it to the constructor of a new Bitmap object. I have not tried the following in action, but I want to hear whether any of you did and if the following would not work, what would:
Code:
var original_bitmap: Bitmap; var copy_of_original_bitmap: Bitmap = new Bitmap(original_bitmap.bitmapData);
LiveDocs mention that the BitmapData being passed to a Bitmap constructor is "being referenced", which to me might suggest it cannot be used twice? There is also the BitmapData::clone() method, which I am not sure is applicable here or not.I know this is a lot of talk instead of just trying this out, but I test so much Flash Player code daily just to see "what works" (which should be documented instead by Adobe),
If I have a BitmapData that's already been drawn onto a Sprite. Is there a way to redraw the BitmapData onto a Sprites Graphics object without having to invoke beginBitmapFill and passing in the same BitmapData?
I'm working on a game, and to keep performance good, instead of addChild'ing 50 new sprites to the stage every second, I decided to have each player draw to their own bitmap, and then to the 'master' bitmap. This introduces an issue though: the second player would override all data the first player has put into to bitmap...My basic debugging proof of concept:
I have a bitmap which has several frames (packed along the horizontal axis). In order to render them I copy it to the backbuffer (larger bitmap) as follows:
Actionscript Code: public override function copyToBackBuffer(db:BitmapData):void{ if (active) var drawRect:Rectangle = new Rectangle((currentFrame-1) * frameWidth, 0, frameWidth,
In pure AS3, I have a pixelbender and a large bitmap. The pixelbender is configurable with a distance parameter to affect only a small area of the bitmap. The problem is that the pixelbender is executing over the whole bitmap. What would be the best way to update only the effected region of the bitmap? Given this config:
Is there a way to write a bitmap font right into the bitmap being desplayed? Mabey better worded: myBitmap.draw(image, t) draws a picture is there a way to draw text? I'm stuck even if its just a work around in some way I would like to know... (the current work around i have in my head is writing it in a movieclip turning that into bitmap data and drawing it... esentially creating a prototype answering my question... but a built in way would be easier probably).
In AS3, I am loading a png from a zip file (nochump's zip library through ByteArray to Loader). The png can be up to 45k pixels wide but only 120 tall. This creates a problem in flash, as images can only be ~8000 pixels wide. A possible solution would be to split the images into 6 columns somehow. This would probably need to be done in the ByteArray state, because the limitation is in Bitmap and Loader.
I'm using Sandy to animate some objects in 3D. What I currently do to images which are EXPORTED in the library, I want to do to some bitmaps that I create using the DRAW technique. But it wont work :-(
CODE FOR 'CREATED BITMAP' : ActionScript Code: var bData:BitmapData = new BitmapData(myObject.width,myObject.height); bData.draw(mask5);
[Code]....
Sandy doesn't seem to treat the 'created' bitmap the same as those that are exported from the library.