ActionScript 3.0 :: Graphics Stuff On A Sprite When Imported All That Was Required?
Jan 20, 2010I wrote this code and it doesn't work:
[code]....
Did I miss a class that I have to load? What's wrong with it?
I wrote this code and it doesn't work:
[code]....
Did I miss a class that I have to load? What's wrong with it?
It has been a great resource of the years. No my problem. I am trying to dynamically resize a sprite that has a line drawn into it. Here is my code:
[Code]...
whenever I try to test my flash movie my imported graphics appear as pure red... I've tried using a jpg,png,bmp, and even just importing the photoshop document...why won't it work?
View 1 RepliesI'm having a hard time figuring out the best way to import graphics from Photoshop. I tried importing a psd for an arrow shape into Flash CS5. The imported image looks good. But when I right click on the imported image and choose 'Edit with Photoshop', it's just a flattened version. Is there another way of importing that keeps the editability of the original psd?
View 1 Replieshas the whole "roundtrip" feature been left out of Flash Professional CS5.5 when it comes to imported, layered PSD files? Is the only answered to crop down and save a single .png layer out of the orginial PSD file?
View 2 RepliesI have a MovieClip with pictures on all its frames. How can I copy the contents of MC's current frame (picture) to a Sprite?
View 1 RepliesI am using a third party flash as3 code to load graphics using sprite. There is a class (load) that takes care of the loading of the graphics.In a new class(getname), I want to be able to1. Load the graphics (done)2. On mouseover change the color of graphics(done)3. Display name of rolled over graphic (not working). I have tried the following in
getname:var feature : load;feature.name;
I get a null object error. Now I have used the mousevent routine(e.target.name) and can display the instance #(instance149). But what I really want is the name of the graphics that the load function loads (graphics and the dbf with all the attributes including the name).
Where does the .x and .y property of a movieclip in actionscript 3.0 measured from? from the centre of the object? or..
[Code]...
I"m new to AS3 and I would like to know how can I get to graphics of a Sprite so I could draw it directly from it. I mean I don"t want to use Sprite class as my concrete objects I just want Sprite to hold graphics so if my own object needs to be drawn it asks for graphics to SpriteManager which returns Sprite with required graphics and draws it exactly where I want to not where Sprite's coordinates points to.
View 1 RepliesIf I have a sprite, with which I have drawn some stuff, how do I erase part of what I have drawn? Preferably I could use drawRect with some "alpha=0" paint. However, I don't believe beginFill lets you set an rgba color (like you can in bitmapdata). Setting alpha = 0 in beginFill doesn't really do anything -- it just draws nothing. In my particular use case, masking isn't an option. Also, calling clear() isn't a good solution since it clears away everything.
View 3 RepliesI have a program that dynamically draws a polygon wherever the user clicks on the screen. (using lineto, moveto) However this polygon is always behind the other symbol objects on the screen even though its added last in the childlist. Is there an issue with depth when drawing symbols vs. drawing with lines? How can I ensure my dynamic object will display in front?
View 3 RepliesI have created a sprite as below:
var arrowHeadRight:Sprite = new Sprite();
with(arrowHeadRight.graphics){
beginFill(0xDDDDDD, 1);
moveTo(50,0);
lineTo(0,50);
[Code]...
On Mouse Over, I wish to change the color of the fill on this shape? Can this be done or do I have to re-draw the graphics with an updated beginFill line?
Is there a neat minimal way of doing this? (this produces an error):
var freeSpace = shape.freeSpace() // returns Rectangle
var s:Sprite = new Sprite();
s.graphics.drawRect(freeSpace);
Just looking for a more cleaner way other than something like .drawRect(freeSpace.x, freeSpace.y, freeSpace.w, freeSpace.h) I know you can do it with bitmapData.fillRect(rectangle), but need sprites in this case.
I'm coding games that come with the graphics done. Unfortunately the designer has some bad practices, such as not using Sprite symbols - never. And the files have dozens (even hundreds) of symbols in the library, very few of them with any animation. I would like to re-brand such symbols as Sprite to save some CPU (and maybe even kB), but my graphics-related skills are very low. Where should I start? Check and convert the symbols at authoring time or it's possible to do this at runtime? Can I effectively convert a MovieClip to Sprite (I'm guessing casting to sprite won't help much) or another light image type?
View 3 RepliesI have a sprite that has a scrollbar that uses the scrollrect feature. The sprite has several bitmaps and textfields. When I print the outer sprite (The one with the scrollrect) all of the textfields outside the scrollrect are cut after the first line. In case anyone else is having problems with printing sprites with scrollrects using the bitmap printing option fixes and prints most of the stuff in the sprite. Excluding all textfields outside of the scrollrect. This however can be fixed partially by embedding your fonts.
So now the only problem left is printing multiline textfields that are outside the scrollrect. P.S. Imho the scrollrect should have nothing to do with the printed area of the sprite because the printJob.addPage has a printarea parameter.
When I'm disposing a sprite which has drawings on its graphics object, Do I need to use "graphics.clear()" or is "mySprite = null" is enough?
View 3 RepliesSo I'm playing with a project where I want my class to be able to use the functionality of the Graphics class without needing to extend Sprite/Shape. My goal aside, I guess I'm confused as to how it works at all? It's methods don't seem to return anything, and since it's added as a child property of the Sprite/Shape classes , I can't seem to figure out what it's actually doing? It's also one of those classes that can't be instantiated.
At this point, I'm just plain curious. EDIT: I should provide more clear distinction of what I'm looking for as answer. I have read the documentation, but the documentation doesn't account for what AS3 is actually doing. I'm looking for educated guesses about the programatic relationship between Graphics and the the classes that use it.
I have a XML schema.I want to read only table tag and its geometery tag using action script3 code.Any Idea.
<table name="TableBase 1" id="TableBase3010" overflow="false" direction="lr-tb" suppress-empty-lines="false">
<style-ref name="default"/>
<geometry size="absolute" position="absolute">
<location left="117" top="102"/>
[code]....
So what I'm looking to do now is to actually get that movie clip - in this case an arrow -to rotate around another object - a ship - at a radius of 150 pixels and facing the mouse.This basically means to get the arrow to follow where the mouse goes around the ship - limited by the 150 pixel radius circle it can follow.p.s. This is the code so far:
ActionScript Code:
theArrow.x = theShip.x
theArrow.y = theShip.y
[code].....
* I have a flash project called contact
* The document class is ContactClass
I am trying to make a sprite button with graphics and can't make it work. I have successfully added text fields so I know the path is correct. I suspected my code was correct and confirmed it should be, after reading several tutorials showing the process for creating sprite buttons with graphics. Anyway, I imported nearly every class on Earth, but certainly everything which needs to be. Stage is gray and 800x600.The graphics code by itself with appear, but not when linked to the sprite. Also, the sprite won't appear no matter what. Another interesting piece of the puzzle: nothing will trace, not even objects such as textfields which actually appear and function on the stage when I text the code.
public class ContactClass extends Sprite {
public function ContactClass() {
var home_btn:Sprite = new Sprite();[code]....
I was wondering about MC and hey can help to lag a game out. I set up an advanced class system so i don't have to use MC to simulate walls, all i use isthe x,y,width and height. Well anyway since i don't need MC anymore I was wondering if there is a way to attach Graphics instead of MC cause a Graphics file size is relatively small than that of a graphic, I think. If anyone could tell me thats true and show me a way to attach graphics that would be nice. I haven't tried it yet but maybe if I exported the graphic from the library imihgt be able to call its name, but it doesn't have an instance name so im stuck.
View 2 Repliesi am trying to receive in my function as a parameter either a shape or a sprite and then access their graphics property, but this gives me an error:
Code:
public static function makeRect( obj:DisplayObject, ...
var g:Graphics;
if(obj is Sprite){
[code]...
//1119: Access of possibly undefined property graphics through a reference with static type flash.display:Graphics.
I created a class, extended the sprite class, and now in the constructor I am trying to set the Sprite's width and height properties which are inherited from the DisplayObject. However, after I set this.width and this.height, and print the values, I get 0 for both.
What the heck is going on? When I view the livedocs I see that DisplayObject has width and height listed as public properties. I have been able to instantiate a Sprite directly, and set the width and height after it's been instantiated, so I don't get it.
package {
import flash.display.*;
public class ScrollBar extends Sprite {[code].....
I've got a sprite which I want to temporarily hide... But changing the .visible property doesn't do what I expect. The code looks roughly like this:
[Code]...
I created a new AS3 document (550px by 400px) and added the following code to the first frame.
However, when I run this, I see nothing painted on the screen at all, the screen remains completely white.[code]...
I'm doing a simple rotation on a sprite but there's a weird behavior where the sprite does not rotate around it's top left. I think I'm rotating along the top left of the test class instead of the sprite child. I would like to rotate the rectangle around it's top left corner (kinda like a clock hand). The code is pretty short so I'll let the code + pictures explain my problem:
package
{
import flash.display.Sprite;
[Code]....
I've read a lot of stuff about rotating around a fixed point, I've tried doing it with movieclips instead of sprites, I even copy pasted a tutorial on rotation and nothing works.
[Code]...
Then the numericStepper is drawn as if it is squished to 20% its normal height. If I pre-set mySprite width and height before adding the numericstepper, the trace output is 0,0 after adding it and it is not displayed at all. Is there some way I can make the sprite only adjust to correctly fit the numericStepper OR resize it afterwards without distorting the numericStepper component?
Both of sprite.width and sprite.scaleX can be used for scale a sprite. Is possible sprite.scaleX depends on screen size?
View 2 Repliesfirst i have 2 sprite.. it`s mcproduct sprite and mcproductpane sprite . mcproductpane is a parent of mcproduct sprite.. so inside mcproductpane there a several mcproduct sprite.this is a script of mc prodcut
PHP Code:
[Code]...
The problem is i want to set a button in here(mcproductpane sprite), this button will unload / make dissappear an image that i load using loader class in mcproduct sprite..how can i make this happen?when i want to make a button in mcproductpane sprite which the function of the button it`s to unload/make an image that i load using loader class in mcproduct sprite disappear.
I have a large vector drawing (imagine 5000x5000) that i want to break up into separate pieces. I know that I can convert this vector drawing into a bitmap and then use the copyPixels method to create many separate bitmaps of the different regions of the original vector drawing, but is there any way to subdivide it into movieclips that just contain vector graphics instead of a bitmap?The reason im dividing a big chunk of vector graphics into smaller pieces is for performance reasons, so flash would only render a small part of this big chunk at a time (only certain regions/voxels/subdivisions are rendered at a time). But bitmaps apparently take up a lot of memory and the system im using would take much less memory if these subdivisions could be preserved in their original vector graphics form.
I imagine I could use masks somehow to achieve this effect (for each subdivision, duplicate the huge image and mask only the region that the subdivision represents), but I dont know the performance costs of masking or if this will create other problems.So is there anyway to split up a movieclip of vector graphics into smaller movieclips of vector graphics the same way copyPixels can with bitmaps?