ActionScript 3.0 :: Place An Animated Background (.swf Or.flv) Instead Of A Bitmap?
Mar 15, 2011
I know how to place a fullscreen bitmap background using the BitmapData class but i have yet to find a tutorial about how to place a fullscreen flash animation in the background while keeping the aspect ratio.I've looked around the web to find a tutorial about this but i did not find anything except a few threads with no responses.
How to make this smoke effect work without mouse input. I am trying to have it spill from the end of a cannon, & my attempts to modify the position have resulted in all my bitmaps shifting. I changed this doTrail(_root, _xmouse, _ymouse, currentBitmap); To this doTrail(_root, _x=80, _y=100, currentBitmap); [Code] .....
I've put together an example of the problem I am having and I've also attached my 2 x 2 image I'm using. The image is linked with the class name of ContentTexture which is referenced in my code below:
I've tried using different tweening engines (greensock's TweenLite, Tweener, and flash's built in Tweening engine) so I think it's more of a general flash issue...maybe a bug? I'm using Flash CS4 on a PC and I've tried 24fps and 30fps with no difference. Is this a rendering issue/flash bug? or is there another setting I'm missing?
I'm new to flash and don't know if it's even possible. I'm trying to cache animations using mc.gotoAndStop(frame) and bitmapData.draw(mc,matrix). This works perfectly for movieclips that doesn't contain any nested movielclip animations. When I have nested movieclips, only the 1'st frame of nested clip gets drawn. Is it possible draw moviclips with nested animations?
yesterday i made a Flash with CS5, and i wanted to export the Movie as Animated Gif with a transparent Background but this does not work, no matter if i selest transparency due the Export as Movie or if i set it in Publish Settings, the Background will be always opaque as in the Flash App itself, so White or whatever Background is set to the App...I am on s Mac, the only way it worked was to export the Movie as PNG Sequence but i don't know how to easily combine them together as an animated gif?
I'm trying to place tiles on background. I have a tile (20X20) on stage ( 600X400px) and I have declared it as a Symbol of Class BgTile (also have checked to export for actionscript), Problem is that it is working only partially. Some Tiles in the second row are missing and a (or more) tile(s) is(are) placed at the origin (Registration point is in the center) strangely.
function CreateBG():void{ for(var i:uint=0;i<20;i++){ for(var j:uint=0;j<30;j++){ var tempBG=new BgTile(); tempBG.name="tile"+i+j; addChild(tempBG); getChildByName("tile"+i+j).x=j*20+10; getChildByName("tile"+i+j).y=i*20+10; }}} CreateBG();
I've hired a freelancer, to make a design for my flash app. And everything was fine, untill I saw this. It was an animated background. It has about 100 tweened movie clips, that do pretty much the same - simple rotation tween, but cpu usage on that background only reaches 17-20%. Its high for such a small effect. I've tried to optimize it - removing all code, and leving just timeline based tween, but that didn't solve my issue.[URL]
I'm creating an animated background/flash animation, in short I have several tweened pieces all moving/swinging around and I want them all to loop at the end of their individual loops. Each piece is on its own layer) I have been using gotoAndPlay(2); (I'm using a preloader so frame 2 is the start). The problem is (If I'm correct here) is the first layer to reach the end runs the "go to and play" resetting everything!. I want each layer to act independantly. Is there a different version of gotoAndPlay(2); that will work or am I looking at things like nested animations/importing individual fla's ect (all of which goes over my head).
I tried to drag in from Photoshop a layer with an image and transparent background, but it turns white in Flash, so I imported the image from psd. However, the black background is interfering with the placement of the image. In OLD flash, there used to be a magic wand and the ability to select areas of the bitmap and delete, but it seems that the feature is now missing or hidden in new flash. I turned the image into bitmap and I don't want to trace it, because it is a photo. So, without tracing, how do you now edit the image as I'm trying to do?
What I am trying to achieve might be trivial, however I am loading a PNG mask which does not have a transparent background, but rather a black background, with the shape defined on top in white (the actual mask which needs to be applied). Apparently Flex expects me to provide a mask with a transparent background for it to work, or am I missing something?
If that's the case, could I transform the bitmapData which I am loading so that it treats black color as transparent?
I've got a canvas in my app which I want to be backgrounded with a grid. I suppose, I need to create a DisplayObject with a single grid cell drawn on it and set it as a repeated bitmap fill for the canvas, but I can't figure out how to do that.
I used the liquid Flash layout file from this site , but i got one problem.I placed the script in a layer called actionscript and on frame 1, under it there is a other layer called background. I placed in just a square with a gradient color and made it a movieclip. I also placed this on frame 1. Everything is working perfect from this point but when i want to place a keyframe on frame 10 in the background layer and make a motion tween so that the background fades in from 0 opacity to 100, it doesn't work.
I'm making a flash movie and I'd like to load a background image into my SWF and paint it to the stage using the Bitmap and BitmapData classes. Am I approaching this properly? What code gets the image from the Loader to the BitmapData? Also, how do I get the image to show in the background? I've never understood the BitmapData/Bitmap metaphor, explanations, code samples and tutorial links.
For a fullscreen AIR app, I want to have a tiling image (JPEG, PNG or whatever) in the background. The app is displayed on large screens in a public building, and to achieve a cool effect I want the background image to "scroll" infinitely, with the direction of scrolling changing with an interval in time. The background must be tiling and always filling the screen. Performance is of importance.What would be the best approach for this? I am thinking toward pixel-level bitmap manipulation. I have no experience in this field and I can't find any good examples/tutorials online.
I'm working on a tile based game, inspiredb by tutorials from the book "the essential guide to flash games". Please have a look at [URL] -- edit: by the way, the game idea is by no means mine, but i want to replicate the old game "sensitive" from the c64 [URL] for learning purposes I want to add shadows to all objects that stand in the water. However, since I want to keep my sprite count to a minimum, I have put all objects that don't do anything in a background bitmap. The best solution I can think of is to have:
1) a background bitmap (won't change during level) 2) a background shadows bitmap (won't change during level) 3) a sprite layer 4) and a sprite shadow layer at every screen, but this seems like a lot of work for just shadows.
I have been tyring to export an animated banner, in animated.gif format. it's a simple animated text with no gradients. it should go on top of a graphic which has some gradients and is multi-coloured and with effects (the colours are similar to the one/i used in the page) as you can see here the text looks a bit funny.url...
Am I completely hallucinating or what ? That's several years I'm working with Flash, and today, i want to do the simplest animation ever, and it just doesn't work....I want to mask an animated clip with an animated mask (a shape animation), but every time the mask arrives at a keyframe, the clip restarts to the frame 1 !!I added a piece of code to see at which keyframe it is blocked, and at every mask keyframe, the code says 'TypeError: Error #1009: null property..
Im using an animated movieclip to create a pulldown menu..the thing is that I want to anymate the buttons inside the pulldown as well..so I therefore used a similar movieclip inside the pulldown menu to make this animation
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: