ActionScript 3.0 :: Visual Artifacts Left After Graphics.clear?
Feb 2, 2010
I am drawing an animated angled line. The line follows a (senocular) path and updates using TweenMax. The line draws in and then 'retreats' out again. When the line retreats, I am left with 'chips' from the line graphic - even though I have used sprite.graphics.clear().
An example is will be clearer so I have uploaded one here:[URL]Allow the grey line to draw in and the red button to appear. Roll over and out the red button and you should see the small triangle artefacts from the highlighting left behind on the angle.I created a simplified?! version of the code in the hope that someone can point out an error:
EDIT: If I change the JointStyle to MITER in lineStyle, that fixes it but I am non the wiser and would prefer to use ROUND. END EDIT
I'm working on a game whose background has many layers that each scroll at different speeds.
Inside each layer I have a Sprite, I've started using graphics.beginBitmapFill, but what I've found is that the graphics.clear() function doesn't actually clear the contents set by the previous call to graphics.begin.BitmapFill. Each frame, I adjust the matrix to shift the layer as needed. Then, I call graphics.clear() and graphics.beginBitmapFill() with the adjusted matrix. Since my layers have alphas in the bitmap, I can see the contents that was drawn the previous frame.
I've got several small moveiclips moving around the screen to different locations using the tween class, and for some reason it leaves little red artifacts in their trail on the screen that won't go away. any way to refresh the screen or something? Is the only way around this to cache the movieclips as bitmaps?
i have a movieClip. On it i draw a few rundedRects, when i resize the window i use graphics.clear to remove it, and then reDraw the Rects. Will this result in memory leakages? or will flash reuse the memory address as long as i draw on the same sprite?
I am making a Flash CS5 application in which the user draws transparent overlays on a Sprite placed on top of an image. The user needs to be able to erase his input as in MS Paint, Adobe Photoshop, or GIMP. Because the Sprite is on top of an image, there is no safe clear color I can think of to draw over the section that the user has just rubbed his eraser over
I'm implementing a simple painting programm. Therefor I need something like a Graphics.clear() function, not for the whole Grahpics object, but for a small area only.I don't want to paint in white color instead, I just want to really clear the previously drawn lines and stuff.
I am trying to delete a single line using graphics.clear() method but it clears all the instance of lines created by lineTo() method. I want to remove a single line upon click from bunch of its multiple instance.
I create their basic Flash app with their Flash IDE for Visual Studio 2010 http:[url]....When launching the run button, it launch flash but with this error within Flash CS4: The following JavaScript error(s) occurred:
t line 6 of file "FlashApplication1.jsfl": Cannot find file file:///C:/temp/FlashApplication1/FlashApplication1/FlashApplication1.as.
Im pretty sure Im not going about this the right way... but anyways If you move to the left or right, the front triangle is supposed to have its points redrawn to locked positions inside the player, but for some reason it is leaving artifacts and Im sure its some redundancy in my script that I don't see...here is the script executing the redraw...
Actionscript Code: function reDrawFront() { var temp=frontLockright.localToGlobal(new Point(0,0)); var temp2=frontLockleft.localToGlobal(new Point(0,0));
I have made a simple animation with music, 800ish frames, no actionscript, using CS4 When I export it as a Quicktime Mov it breaks up and leaves artifacts everywhere, I read that the spec of your mac can affect the export but I'm working on a mac pro with 2 x 2.26 GHz Quad core Xeon and 16GB Ram so I very much doubt its that. The only other forums I've seen (working) answers on are ones where you save the video and audio separately and rebuild it in after effects or something similar but I do not have that software (and surely you should'nt have to do all that). I need to import the movie into iMovie to add to another piece of film.
When I resize the desktop flash player, I can see artifacts of my flash movie that were outside of my canvas. How can I setup my flash movie with actionscript so that only black is show outside the canvas if the user resizes it?
I have a transparent png bubble in movie clips that are being randomly sized and animation started using code. The design has a reflection and I am using a gradient mask for the effect. The issue is when the bubbles animate they are causing drawing artifacts. Please see the attached screen shot or you can see the swf here - Code: bottomMask.cacheAsBitmap = true;beaker_bottom.cacheAsBitmap = true;beaker_bottom.mask = bottomMask;
So I been trying to import a psd file in flash to animate using diifferent layers from Photoshop. The problem is there's always artifacts around the image once it imports. I can't seem to get rid of themwhen I need clean shapes to animate. When I go back to reclean the image in photoshop, it looks crisp and I don't see obvious artifacts spots as I do in flash.
So how does one get clean image shapes from photoshop or detect artifacts before going through the trouble of importing?
I am having an issue with using a motion under a gradient mask. I have a transparent png bubble in movie clips that are being randomly sized and animation started using code. The design has a reflection and I am using a gradient mask for the effect. The issue is when the bubbles animate they are causing drawing artifacts. Please see the attached screen shot. Below is the code I am using to set the mask.
I have a maven project that produces many artifacts. Of course it is kind of against maven best practice (one pom one artifact), but it is Adobe Flex project that produces many *swf modules and it is really makes no sence to create a separate project for each module.
For me it would be very convinient to handle all swf modules as a single zip archive eg. zip archive would be my artifact.
So I am looking for the way to pack and unpack my zip artifact with maven.
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.
i hav a left right moving thumbnail gallery from xml, i need that on the last image image come on focus from the left side so automatically the left button will be disable or opacity goes 0 anything and same thing from right side also.
I have a series of thumbnails that should scroll from left to right & right to left when you roll over the movie clip buttons on either side. IT was working in another flash movie, but I moved it to a different flash file and now it's not working. The hit buttons within the movie clip buttons have this action script:
looking to create an image/mc slider that moves form right to left via user clicks of a left and right button.I would assume I would create an array to hold a series of mc's in (my images) and then tell the left and right buttons CLICK events to move linearly through the array (displaying next in line and previous etc.
I've some components with dynamic heights. They have to be aligned with respect to the bottom of my canvas container, so I cannot set the same y for all components.
I could compute their heights and successively set the y but I was wondering if there was an easier way to do it.
I have an Image called "PanoramaImage" (which is very long in width). I want this image to move from right to left & from left to right automatically.
I am using flash as3. I am loading this image from the same folder where the .fla file exist. my image to move by using Up & Down arrow keys.
The following is the sample code i found on web.
var loader:Loader = new Loader(); loader.contentLoaderInfo.addEventListener(Event.CO MPLETE, completeHandler); loader.load(new URLRequest("panorama.jpg"));
I have an Image called "PanoramaImage" (which is very long in width). I want this image to move from right to left & from left to right automatically.I am using flash as3. I am loading this image from the same folder where the .fla file exist. Right now I have the code which will help my image to move by using Up & Down arrow keys.The following is the sample code i found on web.
var loader:Loader = new Loader(); loader.contentLoaderInfo.addEventListener(Event.CO MPLETE, completeHandler); loader.load(new URLRequest("panorama.jpg")); var content_mc:Sprite = new Sprite();
My vision is to have a colored square at the top of the site Im working on which should span across the entire browser window. I have created a square 1280 x 100 pixels in size and imported it to the stage, alignment is set to x=0, y=0 ad alignment. The scene is the same size as the square I 've imported. When I view my Flash creation its displayed 8 pixels from the top left corner of the browser window. The flash file only contains the square and nothing else. take a look at the 3 files I've attached: issue-scrreen1-3.jpg. The first 2 screens are my Flash, properties and library screen shots. The third screen shot is my browser window.
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?