Actionscript 3.0 :: Continuously Colorize Elements Getting A Rainbow Effect?
Apr 16, 2009
[URL]In here he has a bunch of letters coming out of the marker, whereas in my scene I have cubes, but I wanted to make them have that arched/curved animation like he has, instead of just going to the front, I wanted them to "jump-out" curving.Another question related to the previous one is: What about randomizing the curvature/arching of the cubes? Take the letters on the video, they all end up in the same point, Would it be hard to make them end/go to different positions, making it a different curve/arch? Is this difficult to make? I figure I just can't seem to find the math expression to make them move on an arched/curved path.
So I've looking for a colorize effect like the one in Photoshop but the ones I find (like greensocks ColorMatrixFilterPlugin and M Klingemans ColorMatrix) doesn't work the same way. In Photoshop, blacks and whites are preserved, and full color is mid grey, meaning a gradient from white to black colorized by red will go from white, to full red, to black. But in the AS3 versions, white is full color, meaning the same gradient will go from full red to black. This means that a colorized photo will get much darker than the original since you loose all the white. I've also seen functions doing the opposite, where black gets full color, meaning they will be brighter than the original. Any info, If there exist an AS3 colorize version that works same way as the Photoshop one?
I have a bitmap (bitmapData) that I'd like it to change colors over time. I've seen examples of applying a color transform and I couldn't get it to work. Also, with those examples they only apply one color. I would like to animate through the ROYGBIV range.
Is it possible to colorize an image based on a target hue value? Note that this is different than merely shifting the hue values of all pixels which is possible using the ColorMatrixFilter and the ColorMatrix class.
The equivalent Photoshop behavior would be to use a Hue/Saturation adjustment with the Colorize checkbox selected. Example image attached.
I'm spitting out an XML file as a string (i.e. showing all the XML tags and parameters) to a TextArea, for debugging purposes. I'd like the tags to be colorized.
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Which at least colorizes the main tags, but I'm kinda stuck as to how to colorize the tag parameters (eg foo="bar") where foo is one color and bar is another color indicating its a string. As I recall, parsing quotes in particular is a real bitch I can write this myself... but im' kinda hoping someone has already written something like this, maybe using regExps rather than my snail-slow indexOf lookups.
Which is the best way to colorize MovieClip using Bitmap?
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The event is MouseEvent. The target is MovieClip containing loaded image. Is this a good practice? I think that it is not, because it depends what kind of picture I load and sometimes the effect is not complete. Which is the best way to colorize image from bitmap pattern?
I have a character animation which i control from within a class "character"this class references a movieclip with e.g. 3 frames: "idle", "walk_right", "walk_left".these frames contain the animation movieclips.
so when the character moves left i use "gotoAndStop("walk_left")
so far so good, but:the character has some parts which need to be colorized according to the dynamic classes value "color".
I made a .as Class where some graphical elements are spawned into the stage. However, the Flash (.fla) have some internal graphics that are supposed to be over the graphical elements spawned from the custom class.I tried to make another layer over the layer where the as3 Class is being called, but unfortunately it doesn't do anything, the graphic from the .as still appearing over the internal .fla graphics.
how to continuously loop a sound, but all I have seen is aSound.play(0,1000);Not really a continueous loop. I was looking at watching for one of the COMPLETE dispatches (from the Sound object, or from the SoundChannel object), then start the sound again. The only thing is would this not start another channel?
i need to play two FLVs continuously one after the other - you might think it's an easy task, but every time i try to do that there is this annoying gap between the videos that flickers, and it's have to be seamless.the ON_COMPLETE event worked poorly, so im sampling the playheadTime of the first FLV and test it for it's end, minus a certain offset value.. but the lag is still there.i ever rewrote the FLVPlayback component to my own NetStream object extending, hoping it will take less run-time memory consuming but noting...and the thing is,the lag sometimes happens, and sometimes don't..when trying to sample the gap it brings me different values every time, but there is no way to correct it,because changing the playheadTime causing a random, few milliseconds lag itself, and we are back to square one..
I would like to have it added with controls and play while the user is browsing the site. I don't want it to start playing automatically I want the user to be aware there is a song for them to listen to. I don't have any images for buttons.
I want to rotate an image continuously on page load. Code works fine for 1 rotation on page load but to achieve the same effect continuously I have included the .play() statement in an infinite while loop as shown below. But it causes the page to hang and nothing shows up.
I want to create a background that is made up of circles of different opacity levels. I would like the circles to continue to fade in and out while you are viewing animation. I was wondering what the best way to go about this is, using actionscript 3.
I have a problem that i don't really know the source of. I have some flash on an html pagesimple enough. Once the flash loads, the status bar at the bottom continually says loading, or "reading" the site, or in IE "opening page, 1 item remaining". It never stops. This is very simple flash, no external swfs. The only thing i load is a small bit of XML, which loads some images one at a time on rollover, then i load a song or video if a button is clicked. I'm using netStream for the video and streaming mp3's for the songs.I know the initial thought would be the videos or songs, but this will continue to happen even if i never load a song or video. Just wondering if anyone has had this type of issue before
I have a map that I made in flash, complete with up, down, left, right panning, and zoom in and zoom out functions that work by pressing buttons. Is there a script I can slap on the top of these that can make it so when I press and hold down, it continues the action until I release the button?
I have a few flvs made from After Effects that are now movieclip symbols that I have to use as buttons. My problem is that I want those movieclips to continuously play even without doing a mouse rollover. Then, when it's rollover, rollout, or click time, another animation will play within the movieclips that I'm going to use as a button.
if i click the button continuously, there will be also continuous trace of "click" base on how many times i clicked the button..now the question is, how could i make it only one trace of "click" event if i clicked the button many times?
Code: button.addEventListener(MouseEvent.CLICK, onClick) function onClick(e:MouseEvent):void
I have a character that should move using standard WASD control. I've tried to implement that using a listener for the KeyboardEvent.KEY_DOWN. However, it seems that what I get is:
1) Only one key at a time (ie I can't read both W AND A being pressed down at the same time) 2) When holding down first the events come in not every frame and later they come in every frame, ie, regularity of events relates to the system's sticky key.
What I would like is a solution where if I press the key W I continue moving to the left until the key is up. If I press multiple keys then I should move in the combined direction. What would be the best way to implement this? Do I need to listen to both KEY_DOWN and KEY_UP events and then use those as switch for movement? Is there a "good practice" way?
I got smooth movement/etc when I implemented both key_down and key_up. Essentially I made 4 booleans saying "move right/left/up/down" The boolean is set true by key_down event and false to key_up event. Movement itself is performed on enterFrame event based on how the booleans are set. Still wondering if there is a better way..
I've just created my first flash animation. It's about 10 seconds. The only problem is that it loops continuously. In the "using Flash for the first time" lesson by Jen deHaan (great lesson1), she mentions that you can drop this code in "stop();" and she also recommends to add all such code to a single frame to make it easy to find. However, she does not mention how to add code to a frame.
Likewise, the Help file only discusses stopping the loop for specific "graphics instances," not for an entire scene or movie. I'm sure it's simple. I just can't find it.
I have a countdown timer and a click counter and I don't want for either of those to reset if the page were closed / refreshed. What I want is that once the timer and click counter start, nothing will interupt them. But the problem is that if i simply go to another page and back it resets everything. Here is my code...
I played around quite a bit and came up with exactly the effect I was looking for. Basically a movie clip with floating icons that come in and out of the stage. All was done in actionScript 3.0 and Code Snippets. There is no timeline per se, using the classic timeline view it is only one keyframe, the animation lasts for about 45 seconds.
I want the animation to loop continueously. Even in the HTML output I did click Loop Cont. under Publish settings. That does not work either.