ActionScript 3.0 :: Mark The Option "cache As Bitmap" In The Movie Clip
May 12, 2011
For long time i try to smooth things in my code, but never get this work right :/ Example: I have one movie clip in myspace (this movieclip have a bitmap image inside)... WHY i can't use: mcHeader.smoothing = true; Why this not work? How can i do this right? I try to mark the option "cache as bitmap" in the movie clip and not work too... I need to use rotation in the mc without distortion in the image.
I found something when I create bitmap data cache for each frame of a movie clip:I got a movie clip, instead of presenting it immediatly on stage, I created a bitmap data array to store each frame of it, so I'm doing:
var body:MovieClip; // some mc for body var suit:MovieClip; // some mc for suit, frame count is the same as body mc body["part"].addChild(suit); // it's a avatar, there's a sprite named "part" on body mc to contain suit mc
[Code]....
if i present the original body moive clip, everything is ok, but when I use cache, it begins to tremble, this is because the getBounds() method of movieclip returns different rectangle when mc is cached and mc is presented on stage. I tried trace out every getBounds() when caching and when Event.FRAME_CONSTRUCTED fire, they're different, making my cache crash!
I assum MovieClip class do not refresh until it's present to stage or some time in on frame, how can I get the real boundary of it if I need to cache it?
I imported to library a jpg (of a book). I simply want it to "grow" abit. I converted it to symbol, placed it in a keyframe. Made a new key frame at the end. But when I try to insert a shape tween, that choice is greyed out.
I have a PNG imported into my library and exported for use in Action script. On the stage, I have a swatchFill movie clip.Currently I have code that will transform the fill to a solid color, however I'm getting into metallic swatches and the colorTransform function will no longer work.[code]
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.
I'm using the following code to load a .jpg into a movie clip container the problem is I need the container to be a specific size I tried loader.content.width = 50; and loader.content.height = 50; the height part works but the width doesn't work my image just expands beyond the stage width.How do i set the size of the movie clip container?I don't care if the image gets distorted i have a resize script for the images before they are loaded into flash.[code]
i found an example online where bombs falling from the sky remove circles from a grass field, and a moving character can interact with the newly made circles(go into them). i dissected the code to the point where the only thing that happens now is that you click on the field and remove a circle:
I am having a problem loading a bitmap/graphic into the place of a movie clip using AS 2.0 on Flash CS3.You see, I am uploading an image into a library, for example, Bitmap1.jpg, and I upload another image to turn into a movie clip, for example, Bitmap2.jpg turns into Symbol 1.I place Symbol 1 onto the screen and I've been trying code after code and I'm not sure how to load Bitmap1.jpg in the place of Symbol 1 using the 'if statement'. I've tried the 'load' functions, but since I've just bought CS3 and I don't have Flash 8, a lot of the functions have changed.Here's an example of my code:
Cut to the chase, I'm trying to load "Bitmap1.jpg" or my library name (Bitmap) into the place of Symbol 1 (my MovieClip) when Junior is equal to Stranger, using AS 2.0 on Flash CS3. This code doesn't work on CS3.
I have a movie clip with a bunch of importaed bitmaps and simple vector drawings. Does anybody know if there is a way to grab this whole mc, make a bitmap copy of it and place this copy somewhere else on the stage?
I've written a class that iterates through all the frames of a movie clip and draws each one to a different bitmap. When I'm done, I should be able to iterate through the bitmaps and play them like a flipbook animation.If I draw all the clips to the same size bitmapdata, then everything looks great. But this is wasteful because now a lot of the bitmapdata's are bigger than they need to be (takes up more memory), and also causes problems because the hit tests don't look right.
So next I try to crop all the bitmapdata to be the smallest possible sizes. However, when I do this, there are subtle differences in the way the images look - the edges might look slightly darker in one frame than in another. When I line up all the images and play them back to back, it no longer looks the same way it originally did.I have no idea why the images look different, and have no idea how to work around this problem, I have tried many different approaches. I have tried using BitmapData.draw(), BitmapData:copyPixels(), and manually using BitmapData:SetPixel(), and all end up with the same result
There are 3 flv movie in my flash page. Is there a way to indicate in my flash page if the flv movie is already viewed on user's browser? I need to put a mark on the movie if one of them is already viewed? Am I to use Shared Object?
I 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.
I looked at the following example in the AS3 Reference: [URL] It is unclear to me looking at the package example how to apply this in standard ActionScript 3 without packages to a Movie Clip resident in my Library that gets called at RunTime. how I would push the DropShadow filter onto my Movie Clip at RunTime?
I load this clip: import mx.transitions.Tween; import mx.transitions.easing.*; var myGalleryXML = new XML(); myGalleryXML.ignoreWhite = true; myGalleryXML.load("gallery.xml"); [Code] .....
In the last frame of my time line I add: removeMovieClip("container_mc" ); The movie disappears but the placement turns black. I added: this._alpha = 0; But the other clips of the main movie doesn't load.
one question, can I load a movie in any giving time of the main swf without playing it and play it when I choose to? Or, can I load to the cache a movie so I can play it later?
it will go back to frame 1 on the root... and i trace the value and it goes to undefined... but it goes back to frame 2 and loads the movie again.this is my first attempt at a sharedObject..
I have a Flash game that runs fine, and if the player loses he can retry by clicking the retry button. For some reason I have listeners from previous scenes that won't go away, or are malfunctioning, when the user hits retry and the game and starts back at frame one in the first scene (the actual game is at scene 2 but the retry takes them to scene 1). Is there a way that I can reload the whole movie so previous data won't show up when the player restarts the game? I am kind of looking for a "refresh movie" script for the .swf file.
How do I go about preloading a swf into the browsers cache, but not into the preloader movie? There are a ton of flash sites out there that preload a movie and when the loading is finished have an "enter" button. That enter button sometimes launches a new window with the already loaded swf. How is that done?
How do I use it? Lets say I have a movie with the name "movie1" and another movie with the name "movie2". Now I want to load "movie2" into "movie1" in an empty MC with the name "content" when I press a button.
Im able to link to a movieclip inside a movieclipUnfortunately one of the movieclips now are a scrollbar and scroll. Now the actionscript isnt working?cal.onPress = function() {gotoAndPlay(2);message1.contentMain.message.total = unit1;
I am pretty new to ActionScript 3 and Flash. I don't want my movie clip to play unless the person's mouse curser is on the movie clip for more than a second. If the person just runs their curser over the movie clips really quickly, then it should do nothing. It must be more than a second. How do I code that?
I'm creating a small drag & drop activity, and I want to be able to check and see if the dragged movie clip is completely within the bounds of another movie clip (or at least in the bounds of a certain x/y zone on the main stage. I can't use dropTest because it returns true if any tiny bit of the movie clip overlaps with the dropTest movie clip.
I also thought of something that just checks the x/y coordinates of the dragged movie clip, but I'd need this to reflect a range of values rather than one coordinate. For instance, I'd want to return true if the movie clip's x is between 50-60 AND the y is between 50-60. I'm attaching a small graphic to illustrate in case my explanation isn't clear enough [URL]
I have created a flash website, each button is a movie clip with an invisible button over it containing the following script
on (rollOver) { _root.mouse_over_profile_btn = true; } on (rollOut) {
[Code]....
each page is also a movie clip and on release of a button its played. the problem is that when i press another button to play another movie clip 'page' the old content is still there.
Is there a way of reversing the page transition i have used to bring out the movie clip and then bring in the next movie clip.