ActionScript 3.0 :: Smooth Scroll A Bitmap Object?
Jan 5, 2010how to smooth scroll a bitmap object?? When I use the bitmapData.scroll() method it is jerky.
View 3 Replieshow to smooth scroll a bitmap object?? When I use the bitmapData.scroll() method it is jerky.
View 3 Repliesi know about smoothing = true but are there any other ways to smooth a bitmap?
View 1 RepliesHow do I get this bitmap to appear smooth?I have smoothing true in both draw commends:[code]
View 4 RepliesI've a Bitmap object lagging problem.it's move not smooth when I used onEnterFrame or TweenMax to move Bitmap.
[URL]
How can i make smooth move of bitmap like this case?
[URL]
in transition properties>Ken Burns mode, time and strength>choice auto pan>press refresh
I've been looking around for hours now, and I can't find a simple solution to what I thought would be an simple task.
I have an image already on the stage. I've put it in a movieClip and named it "myImage". So there is no dynamic loading, imports, or listeners.
Is it possible to enable bitmap smoothing from here?
Can I know how do i get a smooth scroll bar like the one in IE.
View 2 RepliesCan I know how do i get a smooth scroll bar like the one in IE.
View 2 RepliesI've tried a bunch of options but can't seem to smooth a dynamically loaded bitmap from another domain. I've come to believe this is impossible without a cross domain file. Is it possible or not possible?
I keep getting:
SecurityError: Error #2123: Security sandbox violation: LoaderInfo.content: http://....swf cannot access http://...png. No policy files granted access.
at flash.display::LoaderInfo/get content()
at Main/showLogo()
So outside of putting a crossdomain.xml file out there, any options?
I have a large movie clip and four buttons. Each button is supposed to move the movie clip to a specific _x and _y location. What I'd like to do is have the MC scroll smoothly, rather than jump to the new location.
Here's my file so far. Note that I have some onClipEvent code on the MC itself, and the button code is on the actions layer.
It scrolls, but it seems to be ignoring the _x and _y values for some of the buttons.
Here's the scenario... I have an .swf that is 1050px in height. On most browser's that is too tall. What I'd like to do, is use the browser's scroll bars to auto scroll to the bottom of the page during the loading sequence, and then scroll back up to the top. To do this, I'll need to make a javascript function call using ExternalInterface.call();
I found a suitable smooth scrolling javascript example on the internet. [URL] By clicking <a href> links, it scrolls to HTML anchors on the page. I figured that instead of clicking on the textual links like in that example, I could simulate the event by calling the event from flash. I'm just not sure how to do it exactly.
[Code]...
I have a textbox that dynamically loads from a txt file. I'm trying to have the text scroll on its own... kindof like movie credits. The problem that I'm running into is that it appears choppy when it scrolls line by line. How would I make it smooth scroll without any user interaction?
View 4 RepliesI'm trying to do a smooth automatic text scroll from right to left.
Heres the code I made up but it's not as smooth as I'd like it to be:
Code:
myTxt_mc.onEnterFrame = function() {
this._x -= 3.5;
if (this._x <= -3360) {
[Code]....
I am making a webTV player, and I have a combobox displaying the entries. When scrolling the combobox, the scrolling jumps between the entries. I would like to have it scroll though the entries smoothly and not jump.
View 1 RepliesI 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),
How to use the scroll command on a bitmap a bitmap as simple as this
[Code]....
does cached a bitmatp improve speed of vector object or bitmap object?
View 1 RepliesI have created instance of textField Object and set property scaleX and Y in large and then I my textfield set into Sprite Object. I saw my text in ugly font . How can I have my text in smooth .
View 1 RepliesI'm trying to trace the path of an object by using setPixel on the object's position every frame in a BitmapData/Bitmap pairing. These pixels aren't showing up normally and I suspect I have a fundamental misunderstanding of the BitmapData class. Here's what I'm doing:
public var contrailBase:BitmapData;
public var contrail:Bitmap;
private var contrailColor:uint;[code].....
Using this code, the red pixels don't show up. If I initialize contrailBase to 0xFF000000 instead then I get a black screen on which the red pixels DO draw, but I need the bitmap to be transparent except for the contrail. What am I doing wrong?
I have a movieclip that I want to be resized when a button is clicked. I want the animation to be smooth as if it had weight though. I read the tutorial on this but I need something slightly different, I would rather it where I can just refer to a function that is set in another movieclip. That way I could easily refer to it again and just set the height, width, and if possible, x, and y.
And my second question, is how to keep the border of my movieclip that is going to be resized the same thickness. I want the inside to be resized but the sides to stay the same width but move to stay on the edge.
basically im trying to set a bitmap to follow an object i have.heres some code...
Code:
override public function paint():void{
super.paint();
if(imageLoaded=false){
trace("loading image...");
[code].....
all the stuff in the loadImage() used to be where loadImage is called and it would run but would draw the image over and over leaving a trail so i moved it so it would only draw once but now it wont even work, tells me "Error #1009: Cannot access a property or method of a null object reference." which reffers to "mBit.x = super.px;".
I've got another simple question. I have a mc who's bitmap that is associated with him I want to change.
[Code]...
When BlankClip is first created, I want to tell it to either have the same image as Block_0 or Block_1. Looking it up online, it seems like I have to use BitmapData somehow, but I'm really unfamiliar with things...I've been working on this same code for about 2 hours...
I am trying to load an sprite into a bitmap, but cannot get the sprite to fill the bitmap. Here is the results I am getting: [URL]
here is the applicable part of the code I am using that gets these results:
function(){return A.apply(null,[this].concat($A(arguments)))}addChild(container); //add sprite to see true sizebd = new BitmapData(container.width,container.height,false,0xff0000); //colored for effectb = new Bitmap(bd);bd.draw(container);addChild(b); // add bitmap to compare to sprite
I'm using the regular 3D API of flash player 10 and i'm rotating on the Y axis a sprite which contains my bitmap. Although the bitmap.smoothing property is set to true, the bitmap is far from smooth.
View 8 Repliesi need to vectorize a bitmap object in runtime?
View 4 RepliesI have an image, that will be dynamically loaded. I have some graphics drawing tools with which a user can draw something, which is saved on a shape object. Now what i want to make the uploaded pic & drawing pic into one pic. Actually it will be better if i can draw on the uploaded pic.
View 1 RepliesI load a picture file by Loader and add Bitmap into sprite,like follows:sprite1.addChild(myBitmap);Now I want to get the myBitmap from sprite1,how can I get myBitmap from sprite1,what code can I use?
View 1 RepliesWhen I created a Bitmap object from drawling the pixels of an image and then scale that Bitmap too large (or even too small) the image disappears or in some cases distorts in what appears to be random pixels barfed all over my screen.
In order to show you this I have made an example: [URL]
(click the plus button any more than 8 times and poof! the bitmap disappears)
And source: [URL]
(Flash CS4)
i want to use bitmap copy on a image that i loaded
[Code]...
Error : flash.display:BitmapData to an unrelated type flash.displayisplayObject. is there a work around that will remedy this?
Is it possible to draw a Bitmap to a Graphics-Object like
this.graphics.beginBitmapFill(bitmapData, matrix, false);
this.graphics.drawRect(0, 0, w, h);
this.graphics.endFill();
with an offset?
A simple moveTo(x, y) call before beginBitmapFill does not work :/ Neither does changing the x and y value of drawRect... (That just seems to have the same effect as an translation with the matrix...) Additionally I don't want do draw that thing in a separate Graphics-Object and add that one into the other...
In Flash, the BitmapData object can be used to store bitmaps in RAM, you can later draw them to a MovieClip using the beginBitmapFill() method.
How do you load an external bitmap file (.jpg) into a BitmapData object?