ActionScript :: BeginBitmapFill With BitmapData Library Asset?
Mar 14, 2011
i've imported an image asset (Background.jpg) to my Flash CS5 library and exported it to ActionScript as class Bitmap with a base type of BitmapData. the following code returns the following error:
backgroundTexture = new Shape();
backgroundTexture.graphics.beginBitmapFill(Background);
backgroundTexture.graphics.drawRect(0, 0, stage.stageWidth, stage.stageHeight);
backgroundTexture.graphics.endFill();
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Jul 1, 2011
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As my as3 skills are not good, I stumbled against this problem, my approach in overall will probably not be the easiest, but here it goes:
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Oct 14, 2009
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[Code]...
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[Code]...
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Jun 28, 2011
I am trying to implement a card game using Flash Professional CS5. Since flex makes the final size bigger, I do not want to use Flex for now. I have some difficulties to bind code logic with assets. I have a Deck class and Card Class and 52 card images which are converted to movie clips.
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Code:
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Aug 2, 2010
I have a Symbol in Library with linkage name: box_mc
import flash.display.MovieClip;
import flash.events.Event;
import Src.smoothAnimate;
[Code]...
but when run is make error:
1151: A conflict exists with definition box_is in namespace internal.
i want when flash run, the box_is will be add in stage, resize by function changesize.
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Jan 20, 2011
I'm creating a media player (mostly video but with some graphical interfaces) that has a full-screen mode. However, before going fullscreen it's relatively small (about 620x340) and going fullscreen would typically be about double the resolution. What is the best way to prepare the videos and assets in the file so they look good at fullscreen and at the smaller size? I want to also keep the file size to a minimum (within reason).
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Jun 1, 2011
I'm building an Adobe AIR application (2d platformer adventure game), utilizing the Flash Builder 4 IDE, which will be packaged on a CD for installation. I've embed the majority of the game assets into a static class to keep it simple and organized. This way I can reuse assets and swap them without much digging.
Example:
[Embed(source = "../data/gfx/spritesheets/boyHero.png")] public static var boyHero:Class;
In the early days of the projects, everything went to plan. However as the project has grown to be over 28MB, I've started to run into Out Of Memory errors. These occur when I add new assets, refactor for a while, or add new classes. Once I get this error, I can restart FB and then work for another 15-20 minutes. I've modified my .ini file bump up Flash Builder 4's memory allocation. It's currently set at:
-Xms512m
-Xmx1024m
While I'm at it, here are the specs/plug-ins that I've got installed:
Flash Builder v 4.0 (build 272416)
JNA Library 3.2.7
subclipse plugin 1.6.17
subversion client adapter 1.6.12
subversion JavaHL Native Lib 1.6.15
SVNKit lib 1.3.5.7406
Mac OSx v 10.6.7
2.53 GHz Intel Core 2 Duo
4GB DDR
My Questions:
1) Is the issue with the path that I've chosen for the way I'm handling in-game assets? I am streaming in some assets such as tutorial swfs which are loaded via the SWFLoader. I could go this route for all assets... but, should I? Is this the right way to handle a disk game? (The game runs without a hitch when installed on QA machines...)
2) Provided the embedding of static assets isn't an issue, Is this a FB4 bug? Where should I head for more information?
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