Flash 8 :: Masked Pictures And Set Of Buttons On Timeline
Apr 16, 2010
I have a three masked pictures all are movie clips on the main timeline and the mask works ok. The problem I am having is a set of buttons on the main timeline which allow you to move between the frames the three pictures are on. They allow me to do this ok but when the movie is started the first time one of the buttons is pressed the masked pictures can be seen on screen briefly before the screen displays the material properly.
This is the script I am currently using:
room_pic.setMask("mc_mask");
mc_mask.onEnterFrame=function(){
this._x=this._x+this._xmouse*0.300000;
this._y=this._y+this._ymouse*0.500000;}
I have three layers the main picture which is a bitmap; the three masked pictures are in the layer above this; and the mask object is in a layer above this and is a movieclip.
I have a Movie Clip object with a timeline, and it has 3 layers: a layer to stop the timeline at the last frame, a layer with regular drawing with mask attribute and a layer containing a target movieclip with the instance named 'target', that is masked by the layer above.
The drawing is very simple, not even a movieclip, just vector drawing. It's supposed to show the target movieclip only on regions where the mask layer has some drawing, right?
So, I created the method to load an image, listen to the complete loaded event and add the image to the target masked movieclip, but it disappears after the first frame! If i delete the layer with the mask drawing, works fine.
Having some strange problems with masks in FMX 04: We're developing an accordion style interface. The problem is that buttons and images/mcs that are outside the "masked area" of each module are somehow clickable, or are "invisibly" pushing other content up/down. So basically the buttons/mcs are hidden, but Flash is still seeing them somehow. Is this normal mask behavior? Is there a solution besides setting the button to _visible = false? This is effecting my interface in other ways as well.
I'm having a problem opening a masked mc on the main timeline (moonCycle) from the first frame of another mc. I've been using code similar to below, which isn't working.
Swf I am referring URL...I have an issue with getting my buttons to work when they are masked in the dragable mc (content_mc). Is there anyway of making these buttons work at all as is vital for me to have content in the scrolling mc?URL...It is probably a little messy but have been running around in circles trying to figure it out
I'm having two problems. First of all, the gallery loads all pictures at once. The more pictures in the XML file, the slower they all load. Secondly, I wanted the pictures to scroll in its _y coordinate, similar to Sugar Rhyme's website portfolio (see url]...).
I have 60 pictures- set sequencially in frame by frame animation.I would like to enter them (imported or from the library- whatever works) into the timeline one picture per frame (or keyframe) so when I can hit play and see the animation.
I trying to randomly jump to a frame in a sequnce of pictures on the timeline. Neither of the parts work below - the first "if/then" statements or the commented out switch code. Very frustrated with Flash CS5. Do I really need to learn AS3 to use CS5? I'm having other issues with code I've used in CS3 Flash not working in CS5. If I'm setting the publish settings to AS 2 and Flash Player 8 it should work, right? [code]...
I need to create 5 buttons which looks the same, and each one of them has a picture on it.
I created a button symbol, named it and created linkage to AS. I also created a MovieClip that holds the picture I want to put on top of the button and created a linkage.
Then in the code I create two instances and display them
Ok First problem the pics load but the second FOR loop the buttons don't position themselves correctly. Second problem was in the getURL() It doesnt seem to read the variable picNamesA[i], I did a trace as you can see and it outputs "undefined".
when I click on the buttons to browse pictures, the mast / or the container don't seem to be in the right position, in addiotn the transition is not smooth - rather jumpy.
I am working on creating a photo gallery and I am having an issue trying to figure out how to add AS3 code to link buttons to a point in a timeline. I have 5 buttons each with an alpha transparency change that works fine and now I want to establish an action on each button that on CLICK will bring up a particular photo in my timeline.
I'm looking to build a basic menu in XML where I can add and remove buttons from the xml file and control the buttons to gotoAndPlay a frame label in Flash. With my project I will be frequently adding/removing buttons and/or changing the button name so I'd like to do this externally with an XML file.
I got one movieclip with several buttons and another movieclip where i use: this.loadMovie("news1.swf"); What Id like to do is, if its possible, to do, on the main timeline, assign, to the buttons what news.swf to load into the other movieclip where i load it. So i can assign one button to load news1.swf and another load news2.swf.
[URL] Take a look at that website. See whe you rollover one of the pictures, the other pictures fade out...Well how can I do that? I've tried some swapDepths techniques but it gets a bit confusing.
I am trying to take a snapshot of the masked region of an image... so, I load my image then perform the following functions:
private function manageLoadedImage(e:Event):void { _bitdata = e.currentTarget.content; // get the bitmap _bithold.addChild( _bitdata ); // add the bitmap to a sprite on the stage
[Code]....
I have a movie, inside that movie I have a thumbnail editor name ThumbEdit.
ThumbEdit has a movieclip on its stage called "holder1". In the document class of ThumbEdit I create a sprite "_bithold" and place it on the stage at holder1.x and holder1.y. When the image loads, I add the image to _bithold and then mask _bithold with a shape. So, I want to grab a snapshot of the masked region of _bithold but I'm not sure how I should go about doing that.
I have an empty movie clip(say A) on a layer and then I have masked it with a display object(say a rectangle). Now I have an movie clip(say B) containing a input text field and I am adding this movie clip(B) dynamically in movie Clip(A).
When I compile it, the input text field is taking input for sure, cz I have applied some traces on change event of that field. But the characters inside the field are not showing up.
I'm doing an application where the user can draw shapes on a movieclip, and the 'paint' in those shapes are masked by a background the user chooses before painting. So far, so good.
The problem is, the user is able to print the draw he just did. But when he hits the 'Print' button on the application, the printer prints either the whole mask, or the shape all in black (according to what movieclip i put in the PrintJob function), which it's not good.Is there anyway I can print this masked shape?
is there a logic explanation why my flash projects when exported as an avi or quicktime etc etc the objects that were masked are not animated? and what do i have to do in order for project to be as i see it when i test the movie and it appears fine.
is there a logic explanation why my flash projects when exported as an avi or quicktime etc etc the objects that were masked are not animated?and what do i have to do in order for project to be as i see it when i test the movie and it appears fine
This has me stumped and frustrated! I have some simple bitmaps that I've masked with graphics. When I use the playhead to watch the movie, it looks fine. When I preview or publish, the masked images are missing completely. What could I be doing wrong? A couple additional notes - the layer with the graphic (symbol) is rotated and the layer above it (mask) is also rotated at an angle. I don't see how that should matter at all...
I have a problem when making flash applications with more than one frame that has symbols placed on it in that I can't declare all of the event listeners for the objects at the same time and I have found that even if I put them all on the first frame, add the event listeners, then click through to the next frame then the buttons won't work on that frame.
Does anyone have any idea how I could solve this? I did consider myself a fairly competent AS3 programmer until I realised I had no idea how to handle this sort of thing. Solved: I initialised the clips from my external class and then addChild'd and removeChild'd them as I needed to and placed their x and y on addChilding.
I need to find a way to copy a masked bitmap. I have a bitmap on stage, and a user drawn sprite that acts as a mask. I need to capture/copy the masked area bitmap, maintaining the transparency created by the masking to eventually encode as a png.
I could find no documentation on how to accomplish this using copyPixels(), or any other directions.
Basically I'm trying to resize images in flash to fit the masked area but proportionately....
My mask area is:
Code: width = 478; height = 420;
now consider that the the max width I want my pictures to be. This doesn't have to be exact. Now what I came up with to resize proportionatly is:
Code: //width & height are my mask deminsions ( which i wanna resize my pics to) //width_orig & height_orig are the deminsions of each new loaded pic. height = (width / width_orig) * height_orig; width = (height / height_orig) * width_orig;
That does scale them proportionatly but some of the times it will resize a lil bit smaller than the image area which I don't really want. Like I said this doesn't need to be exact. I would prefer it to be a lil bit bigger than the masked area. I just need to make sure the pics are scaled proportionatly.
This is really basic, I've got 3 buttons on the main timeline, which is 25 frames. All my actions are on frame 14. Three buttons work on frame 15. But these same 3 buttons stop working on frame 17 [URL]..
I'm trying to create flash app where a single jpeg (person headshot) is loaded into the masked movieclip (same size as passport photo) (using loadMovie), then user can edit the image (drag inside mask, zoom, rotate) and then after pressing a button the app duplicates the EDITED image 4 times - to make sort of headshot sheet.
While I know how to load movie, drag single clip or scale it, I have no idea how to duplicate the movieclip once is edited, to make identical copies of it (scaled, rotated...)If I use duplicateMovieClip it won't work since it won't duplicate the loaded image.
i have forward/back buttons to control the timeline. what happens in the following code is that if the button is clicked while in the < or > range of frames, it gets buggy. heres the code.
[Code].....
this doesnt seem to go to the exact frame i need if i click while the current sample is still animating in. It would be much better if i could tell flash to a specific frame instead of asking flash to determine a range. that way, if a button is pressed during an animation it wont just advance one frame, it would jump to a specific frame.
I wish i could just do this:
[Code].....
i thought about creating a var that would be a string. i could then add a number to the name of that string each time the button is clicked. then i could make frame labels the name of the string. but i couldnt get my head around it. also, i didnt know how to make the button stop adding to the string name once it reach a certain value (6 in this case). or how to make it play the last sample animation if the user kept clicking the advance button at the end of the samples.
I have two buttons at the bottom of my animation which should work all the way through the timeline. They work when you click on the chrome icon in the animation, but when you click on either Firefox or any of the other browser thumbnail buttons, the links stop working and nothing happens when you click them?