ActionScript 3.0 :: BlendMode Breaks In Nested MC After Changing 3d Properties?
Jun 22, 2010
so, a blendMode seems to break on a nested movieclip in FP10 when you change a 3d propery of the parent clip? rotationY, rotationZ, etc...Example here (sorry, not enough posts to actually link):
I have a large flash app (> 100k) w/ its own looping preloader animation in the first frame. This preloader should happily spin while the app loads. (For various important reasons, I can't use a separate SWF to load the app.)Bug:When I export the classes in a later frame, all of the preloader animation's simple timeline commands (stop, gotoAndPlay) stop working.Test:I can reproduce this in a very simple test:The red ball should stop (as seen in example 1) and doesn't (example 2).Question:Do any of you know how to get around this? I've been trying everything I can think of and haven't found a solution. If this is unbeatable, it seems the only real timeline preloader you can do is a code-drawn progress bar
I have changed the "src=filname.swf" in the <embed> tag as well as the "name=filename" part of the <embed> tag however to no avail. The video still no longer plays after I rename the file. It was built in ActionScript3 I think.
(Actionscript 2 btw - and actually cs4, not that it really makes any difference?) I have a class that instantiates a movieclip from the library, e.g.: Code: debugbar:MovieClip = thing.AttachMovie("debugbar", "debugbar_mc", 999); So attaching it to the where ever "thing" is - could be movie clip or level0 or whatever, doesn't matter as "debugbar" is a private variable of the class. Now the important part - debugbar in the library is a movieclip that contains some components - buttons and textInputs. The problem comes when trying to access these components.
I would have thought that this would work: Code: debugbar.input_txt.text = "hello"; In order to set the text of "input_txt", the instance name of a TextInput component on the timeline of the movie clip (put there in author time). However, this does not work. Infact, I cannot access any specific "component" properties - they come back undefined. I can however set and retrieve MovieClip properties for the "input_txt", such as _x. However there is one added strange thing with this too - setting _visible to false doesn't seem to work (however perhaps a component by default overrides this).
I also appear not to be able to add event handlers to the component - at least for the usual component events. I tried casting it to a component, such as: Code: var temp:TextInput = TextInput(debugbar.input_txt); trace(temp); which gave "temp" as null. However if you trace the thing itself without casting to what it is, it gives the path to correctly. It almost seems like the components are somehow broken when trying to access them this way - or that they cannot be accessed this way?
The thing is, I was able to access all of this before, when the code to do it was placed on the timeline (frame 1, the only frame) of the debugbar itself, where the components were child instances. This meant I could just reference them directly too - so input_txt rather than debugbar.input_txt , although that is probably largely irrelevant. I need to have it in a class though, as I need to pass in certain objects that need to be accessed by the mc.
set text property of textfields nested in clips on an animated timelines.
All assets are named from the first frame of the outer movieclip. Debugging this in Flash Builder, we can see that the textfield property is being set, but probably because of the multiple keyframes within the outer movieclip AND inner movieclip, there is some confusion occurring...
Testing various scenarios with nested animated movieclips, and nested NON-animated movieclips, the results are this:
It works in this scenario:
mcMainContainer(with animated timeline)>mcSubContainer(with no timeline)>myTextfield
But as soon as we have a nested animated timeline, like this:
Setting properties of a nested clip from the associated document class of the parent clip. I am developing a Jigsaw puzzle in Flash. I am developing a class for puzzle piece. The code of the PuzzlePiece class in given as follows.
PuzzlePiece class package { import flash.display.MovieClip; import flash.events.MouseEvent; public class PuzzlePiece extends MovieClip { private var pieceX:Number; [Code] .....
Is it wrong to access it like that. The PuzzlePiece is the export for a puzzle clip. For the time being I am hard coding the dimension as 60. I have aloso uploaded the fla and as files. [URL].
I have a movie clip with a graphic. I want to copy the clip and change its colour. How do I create a copy of the movie clip change its properties without the other movieclip's properties changing as well. I have it now. I was copying the instance not the graphics themselves.
I have a series of movieclips containing strokes on my timeline in Flash. I need to change the colour of these strokes dynamically in Flash when various actions are performed on said movieclips. I'm able to change fills successfully with colorTransform, but it doesn't seem to work on strokes
how to change the property of one layer on a rollover of another?For instance,I want to change the color of some words on a different part of the page when I rollover a button.
I have a movieclip simply animated with motion tween. On each keyframe, I made sure to name it introPhoto_mc.Now, before the movieclip first appears, I would like to change its content (just a picture change, dynamically loaded with loadMovie). But if I do so, then the next keyframe will obviously reset the instance to the original content.So I suppose I should modify the actual symbol so that every instance will have the desired content. What is the correct approach? OOP ?
I created a movie clip which loops some text, i would like to populate the stage with instances of it but also with some in a different colour. When I copy frames from my clip and paste them into a new symbol(movie clip) the colour of the other instances changes as well.
For the first stage, I was able to build a walk-through demo in flash pro by creating buttons that when clicked caused the flash to change to different frames. easy enough. Now for the final part of this project, I need to make the interface fully interactive, as I was trying before. ie: you can click any button and lights go on and off or a loop counter increments, etc. Since there is logic involved and too many permutations to do a frame for each possible state, I'm back to trying to do this in an object oriented way. I've got some test code here.
<fx:Script> <![CDATA[ protected function button1_clickHandler(event:MouseEvent):void {
[code]....
debugger has some errors, so i don't know what exactly it will do. the errors are at the last two if statements where i'm trying to change the object property setting of the label. there is another error at the last curly bracket.
the idea is that there are two labels and a button. the first label starts out visible. when the button is clicked, a counter is checked, and incremented, then the counter is again checked and the appropriate label has it's visible property set to true. the intent is that in a list of several labels, pressing the button scrolls down them, until you press while on the last, which resets the counter and the first label becomes the visible one.
i'm following a tutorial but modifying it to suit what i'm trying to do, basically the tutorial sets the X of each image upon loading but what i need is for the X of the image to change according to the position of mouseX
since cvItemLoader is a variable inside of the cfAddItems function i can't change the image's X from outside the function, at the same time i can't possibly define the variables outside because the total number of images will vary
here's my codes :
var cvTotalThumbs:Number; var cvXMLList:XMLList; var cvMenu:MovieClip;
I am implementing a scrollbar using a custom embedded image using my CSS stylesheet. This is a very simple, thin scrollbar. I would like to configure this scrollbar using CSS properties at runtime, but so far I have been unable to do so. I know it can be done because I've seen examples of it in the net, but no code to review.
If you load an external swf and after it is totally loaded give it as to change size properties. the file jumps from his size exactly to the pretended.
I have developed a flash app in AS3 that allows you to drag objects around on stage, save,and load them. When the "save" button is pressed, it then loops through each item on the stage and gets the coordinates (x and y) for the bottom left corner and the top right corner. Code:
Code: ActionScript Code: var bottomLeft:Point = new Point(-50, -50);
i'm using a custom cellrenderer set the styles of the grid cells (ie. selectedUpSkin, overSkin, etc.)I've also set up some mouse events to set a mouseover flag, however this is cell-specific and only allows me to change the text color in a single cell instead of the entire row as shown here:[code]how can i alternatively change the text color of an entire row of cells?
I did small flash where i exported layers from Photoshop and converted them into movieclips. currently i need to change they image source to other when i click on button. this one is required to make swf file smaller to load files after loading swf file itself. i found how to do it but in this case i cant change size of picture.
Code: function img5(e:MouseEvent):void{ var imageLoader:Loader = new Loader(); var imageRequest:URLRequest = new URLRequest("images/Water lilies.jpg");
you'll notice on their main page, when you roll over section "living" all movie clips below which are "living" projects are highlighted, while others are faded out.I have a vague notion that this is done by creating a series of arrays, one for living, one for learning, one for working, etc etc etc... and then changing whole sale all MC's contained in those arrays upon roll over.First of all, am i correct in this assumption? If so, i really need some pointers to get started. Say i want to define these arrays, and on the press of a button, one directs its movie clips to change alpha to 50, and the other to 100. All of these movie clips by the way are visible on the stage.
I'm trying to set up a form that presents a combobox when an ArrayCollection it's bound to has several items, and doesn't present one when it's empty or only has one item. I've tried doing this by creating this class, but unfortunately, the data provider I've bound to is never not empty at the time the setter executes.
public class ComboboxOrFail extends ComboBox { public function ComboboxOrFail() {
So you've got a transparent png. Rather than importing that png with its alpha channel, I've always assumed it's better to import it with a black or white matte, then use Flash's blend modes (lighten, darken, screen, multiply) to show the transparency.Am I right on this, or does it make no difference in terms of cpu usage?I do believe that in terms of filesize, the matte saves quite a bit over the alpha channel.
Does Flash Player 9's BlendMode ability transpose to normal bitmap data (JPG, PNG, etc.) outside or beneath the SWF? I have a movieclip that I'm trying to blend with an HTML background like Photoshop. It currently doesn't react to the options I've tried.
Set 2 MovieClips on the stage each having a rectangle in it which have different colors. Put them one over another and apply to the top one some blend mode that shows some visual difference. Ok so what I need to do now is grab the bitmapData from both and redraw it into a single MovieClip, so what I need is to merge the 2 bitmapData, which worked fine without a blendMode, but I can't get it to work right with blendMode[code]...