how can overlap a bitmap to another, setting the alpha of the top one in a way that I can still see the bottom one?Like if in photoshop I have to levels with one image each and I decrease the alpha of the top level.
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),
I have a flash drop down menu that overlaps a separate flash piece in an HTML page. The example of what I am talking about can be found here: [URL]
When you hover over product types, you'll notice that the drop down falls under the 'water banner'. I have set the z-index of that specific banner to be lower than the flash header but it still did not work. When I change the 'water banner' to a static image instead of a flash file, the menu overlaps without a problem.
This is the style that I have applied to the navigation bar
Not sure how best to put this into words Ddoes the depth manager always keep one on top of another, or can planes intersect, overlap, go through one another?
I want to add a lector in every frame with question. Everything works fine if i have 3 sounds of lector. When i add next, more then 3, in 4 frame sounds starting overlap on self.I dunno why, there is no error or warning. Funny is, if i change positions of sound for example add lector to 1,4,5 and 6 frames, overlap starting at frame 6 and next ones. I solved this problem by playing sound with AS3.
Here is a code: Code: var soundReq:URLRequest = new URLRequest("1.mp3");
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:
Im using Flash CS3 with Action Script 2. I create a Flash file with few scenes in it. im using movie clip button in every scenes plus i embed .mov file in some of the scenes. I also have sound in every single scenes.
i create btnHDPage1 with instance name hd1 to be linked to scene1 and i create btn2 with instance name hd2 to be linked to scene2. (all these buttons are movie clip buttons). i have a sound and both scenes and a .mov file in scene1
The problem is, when i click on hd1 or hd2, yes it goes to appropriate scene. but the sound is overlapping and when im in scene2 and click on hd1 to go to scene1, my sound does not play and my .mov does not working.
i am doin a room planner where objects can be moved about 2 problems i got so far number 1 how can i make it so the objects can not overlap each other when the user drags them about 2nd problem is is it possible to put a arrow on the corner so when the user clicks it it spins round?
I have a screen showing 6 buttons. 3 of these buttons are fixed controls which must always be in view while the remaining three will be randomly selected for each question from a total of about 150 possibilities (do I really have to make 150 differently labeled buttons? (but this is a side issue)). these randomly selected buttons show up at randomly selected screen positions? I'm vaguely aware that X and Y and random will be used here.
The idea is to prevent the user from becoming familiar with the layout and building an intuition which would be counterproductive to the aim of the application. The remaining aspect of this problem after randomizing the position of the three dynamically generated buttons is that they must not overlap the 3 fixed controls which must be always available. I'm sure II could spend weeks on this without a few good tips to point me in the right direction.
I am creating a flash website and I want to scatter images all over the screen. Now doing this part isn't that hard, as it seems simply as giving them random coordinates. However I do not want them to overlap each other nor certain areas.I haven't scattered them yet, I've tried though with hitobject etc. How can I solve it so they won't overlap each other?
I have designed an interface and on one of the pages there are thumbnails of book covers which you rollover each cover and on the "up and down" states ive included the blurb which has some details about that articular book. However not all books appear correctly, the blurbs go behind the other book covers. All the books covers are placed on a single keyfame in the timeline, i have tried it on separate layers as well but got the same result. above the screenshot of the problem: Ive tried many ways to fix it and each time it is the same.
i have two draggable mclips on stage and need one of them two snap to the other whenever it passes over it. I tried with f(hitTestObject){ mc1.x = mc2.x; and mc1.y = mc2.y}, but it doesn�t work very nice.
I have two movieclips and I want to test if they have collided. However, I want them to still be able to touch eachother (i.e. no pixels between them) without them registering that they have collided. I'm using the following code but it doesn't quite do the trick for what I am wanting to do:
I'm trying to simply draw a solid shape consisting of various other shapes, however, when I overlap two shapes, the overlapped area becomes transparent again. For instance:
Code: var myShape:Shape = new Shape(); myShape.graphics.beginFill(0x000000); myShape.graphics.drawCircle(10, 10, 25); myShape.graphics.drawCircle(20, 10, 25); myShape.graphics.endFill(); this.addChild(myShape);
The above code is AS3, but I believe the same thing happens for AS2 as well. The overlapping area between the two circles is not clack.
I like to place lets say 4 movieclips on the stage with a random x-axis, but with no overlap, and if possible also not outside the borders of the stage. Performing the hit test would be not to hard, but then perfomring it again untill it is true, that is the tricky part (for me).
On the other hand I just want to place them visually random on stage, but infact they need to be more or less evenly distributed over the stage width, so maybe another solution is easier?
part of the code:
Code: else if((i > spacery) && (i <= spacery*2)) { container.x = Math.floor(Math.random()*800); if (if (container.hitTestObject(container)){
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).
I've been able to avoid this issue by avoiding overlaps or breaking the top layer down to a bitmap but in this particular design I need to have overlapping buttons. Previously if I had an MC overlap a button (cs3/as3) the button wouldn't work so in this design I made sure the hit areas weren't overlapping and the buttons do indeed work. Problem is when you click them, most of the time, there will be what looks like a single frame blink. In recording the issue the blink is the exact size of the full button being pressed. [URL] All of the buttons do it, Home, Bio, Demo, Contact. If it doesn't do it at first, keep clicking and they will.
I have a menu swf with multiple buttons and an animated logo which is in a loader called myLoader
These buttons are in an MC which uses this[code]...
...and so on with the add.event.listeners and they all work great- they overlap the menu then disappear.
The problem I have is the logo always stays on top of everything. Looks rather stupid, is there a way I can hide this logo behind the swfs while they play?
I have made a Actions Script 3 code that fetches an image, does an addchild do it and adding a mask to it aswell.
Everything works fine, except the mask I've made is an animated MovieClip, and this MovieClip hides some spots where 2 or more objects inside that MovieClip overlaps each others.I haven't found how to remove this effect, so the mask is valid on overlaping aswell.[code]...
I want to effect a kind .. a binder, that when you mouse menu comes back to front, I've created a tween on the Over the menu and applied a small effect for him to run to the right and then back to the same place on the last frame and I put 'Modify > Arrange> Bring To Front 'But even then it did not work: x.