Lately I have been trying to animate the water surface giving it more natural look by use of Perlin noise. But it seems it is very CPU intensive operation. And if I use it along with other animations on the stage which involve lot of movements then it become really difficult for the machine to render the entire scene.
I have an example that I copied out of a book "Actionscript 3.0 Cookbook"here's the error message:TypeError: Error #1009: Cannot access a property or method of a null object reference. at jim.bitmap::Clouds()[C:AS3projectsclassesjimitmapClouds.as:13] at clouds_fla::MainTimeline/frame1()[clouds_fla.MainTimeline::frame1:2]
Is there a way to pre-render a BitmapData.perlinNoise moving animation into a seamless loop of 10-12 frames from which copypixels could be used on the resultant sprite strip to produce fast resuilts?
Reversing the gradient of the displacement does not work. It simply reverses the amount of the effect on the left side so the waves are bigger on the left end, but the waves still move from left to right.
affect the position of a sprite using perlin noise? Looking at this flag example:
[URL]
If you imagined a sprite with say just a circle drawn in it positioned on the top right corner of the flag, is there a way to calculate the change in position to keep it in-sync with the flag corner as that animates? What I'm after is the fluid motion but not the distortion.
i got this perlinnoise called function and movieclip.filter = [displacementMapFilter] inside a onEnterFrame and it's eating me at 100 percent. are there any substitutions for making it much less processor intensive? I'd like to show a picture rippling and i'd like to use perlinNoise. Is there a way i can pre-calculate the perlin noise values and then loop through it in an OnEnterFrame
I'm trying to replicate an smart filter from Photoshop (CS5) in AS3. Here's what I'm trying to do: I want to have a dark gray background (0x323232 to be specific) with some light, fine grained monochromatic noise on it. I've been mucking around with the perlinNoise method but it's 'too much noise'. Too much contrast. Code: bitmapData.perlinNoise(3, 3, 13, Math.random(), true, true, 7, true); Could anyone point me in the right direction?
I was thinking the other week - wouldn't it be great to have a flash clock that not only tells a classy analogue time but also, like a church clock, gives out bell noises when the hour is reached, an also chimes the number of hours the time corresponds too. So at 1pm/am it will chime once, and at midnight you get 12 chimes and so on, I'm sure you get my meaning. I'm not great when it comes to working with sound, infact I've never added much more than a custom click noise on a button. How to go about this? I've attached a nice church bell noise for y'all just incase.
I have been trying to create a visual noise pattern using bitmapData.noise, and with help from Rothrock and Kglad have created a working version.I checked with a colleague who is expert on the use of these visual patterns, and he suggested that the change speed is too fast: that the dots (pixels) need to change at just under 400 dots per second for an 800 x 600 stage.With beginner skills in AS3, I am unsure if there is any way to change the script to slow the rate of dot change in the bitmapData.noise function?
I've made a flash file which contains the following:backgroundMC (consist of vector art made in illustrator and imported)holderMC (loads an external swf which contains my game)I want the background to scale when the Stage get resized so I used the following code as everyone else does:
Then if I resize my window the backgroundMC doesn't, because the listener isn't active anymore... Is there a way to resolve this? .I want my Stage to resize the backgroundMC, but without causing my game.swf (which is dynamicly loaded) to run slow...
I am trying to get 50 rectangular MC's to scale larger and fade to another color on rollover and rollouts. However, with the code I am using my processor can't handle it after about 8-10 MC's have been rollovered. Can anyone offer a better way to do this? Here is my code:
I am trying to get 50 rectangular MC's to scale larger and fade to another color on rollover and rollouts. However, with the code I am using my processor can't handle it after about 8-10 MC's have been rollovered.[code]
i have a swf with several processor intensive subroutines within a main init() routine at start up (about a 5 secs startup wait). it needs a preloader not due to asset loads but to the processor intensive routines.i'm trying to create a preloader that will display progress as the routines complete but when i try to write text to text field as each subroutine completes either the textField.text is not updated or the text field display is not updated after each subroutine finishes.this prevents me from tracking the progress of the start up.
is there a way to force an update to the display list in the middle of a processor intensive routine? i believe flash is supposed to update after each frame but i'm not seeing this.also, the text field i'm displaying *before* this processor intensive routine *does* display when running locally but *does not* display before the routine when running online.not sure why.
I have a method, which connects to a HTTP server and requests via XMLRPC, a list of data structures and then for each data structure gets a list of attributes and the values of those attributes. It's implemented using nested for each loops.
The problem is that it's loading a lot of data all at once, and consuming a massive amount of CPU (over 100%) reading responses from the server and parsing the XML.
If I were writing the program in C, I'd insert a usleep() at the end of the loop, to wait before trying to load more data and reduce CPU usage. What would the equivalent be in Flex?
I'm not certain that there's a set answer to that question, so let me give you a more specific example: In my current code, I can solve a problem one of two easy ways: either by using three algebraic functions (one square root and two squares) or by using three trigonometric functions (one atan2, one cos, and one sin). And then I potentially repeat the code for several hundred iterations.
I'm curious if one set of functions is any more efficient than the other, if they're fairly similar, or if there may be a set of higher-order functions I'm missing that can do these kinds of computations much more easily.(For some more specifics, if you're interested: given a line between any two points, I want to find a new point along that line that's a set distance from one of the other two points.)
So I'm building a music site for a client, he's got a record theme so I thought it would be cool to build the site to look like a big turn table with all the content on the record.the record is designed to spin (not as disorienting as you'd think, just the grooves spin)...but the record image, which I did in Photoshop, is huge.
It was just slowing things down to a near crawl in browser. So I split the record image into four pieces and then mirrored them to get the full piece of the pie. It worked, but it's still running slightly slow. I do have a couple of blending options set to act as lights over the record...I tried deleting them to see if it would run faster, it's still jumpy. When the record is not moving(there's a button to turn it off) everything runs smoothly. The entire move is about 300k in file size and the record is being animated via actionscript.How do some of these bigger sites get these HUGE animations to run in the background so smoothly?
What options are available for recording a graphics intensive SWF as a video format such as MOV, MPEG, or others. I have created an interactive SWF and would like to capture video of it so that I can share it in different formats. I have used some free screen capture software before, but am not sure it is the best choice since maintaining the frame rate is important. Worst case scenario, I could just eliminate user interaction and automate the input...
In the below code sometimes when microphone is not connected some noise is generated and the system just keeps on buzzing the same sound.Whats wrong with the code below and how to reduce the unwanted noise. Should i set myMic.setLoopBack(false) in the below code
I am wondering if there is any way to set the pixel colors exclusively to black and white (instead of gray) in a bitmapData.noise animation. The previous related thread is: [URL]..For the function:
function makeNoise():void { _bitmapData.noise(getTimer(), 100, 255, 7, true);
Is there any way to set the noise color pattern to black and white? In the scripting reference, it seems the choices are R||G||B||Alpha channels, so I am not sure if there is any way to combine these to get black and white only.
my issue is with flash FLVplakback control with a seekBar attached to it. example can be found here. for some unknown reason when i try to rewind using the seekbar, it produces a loud noise at the start. whereas if i let it play out the entire movie (mp4) and then play again using the play button it does not produce such noise. in case i rewind using the seebBar after playback has completed even then it does not produce the noise.
I'm trying to implement the face recognition api from [URL] Everything is working fine other than the fact that the x y position of the face returns a lot of noise, meaning that when I'm sitting still instead of the x y to be constant it jumps up and down. Is there a way to apply a filter to the returned x y values to prevent this from happening?
What is the easiest way to add a chime noise on the hour or every 15 minutes to my AS3 clock? I have the code all written for my date/time calendar and I thought it would be neat to add a sound. This is my AS3 code: import flash.events.Event; import fl.events.ColorPickerEvent; import flash.geom.ColorTransform; theTime.addEventListener(Event.ENTER_FRAME,showTime); seconds.addEventListener (Event.ENTER_FRAME,showSeconds); [Code] .....
Now, i wanted to put a sound on the rollover, so when it ran away, it would make a noise, so i put an invisible button on the top in each movie-clip.and put a sound on the over state, but, this makes the MC's not run away!So i thought that i could add a on (rollOver), but i dont know the code to load a sound from the library.