Professional :: Splitting Image - Increasing DisplayObjects X Positions
Sep 24, 2010
I'm new to ActionScripts and was tasked to complete a project. I'm trying to split a big image so I can send them to a http server in chunks. I'm using a recursive function below and increasing the DisplayObjects X position on every iteration. The problem is I get the same image in every iteration and checking the encodeByteArray string value is always the same.
Code:
var currentTileIndex:int = 0;
function renderNextTile(e:Event):void{
if(currentTileIndex < tilesToLoad){
loader = new URLLoader();
[Code] .....
I'm beginner in Flash CS4 and I'd like to know how to increase the number of image per second of my sequence because I want more smooth morphing. The time will not change.Actually, I have 24 image per second and I'd like to put 48. Is there a way to make it automatically without changing all by hand.for automatically : I mean, I just have to change my number of frame somewhere and flash will adjust my sequence and will use now 48 frame for 1s instead of 24 frame for 1s and regenerate morphing I use.
I'm editing a scoller and have removed a photo from it however as the scroller scrolls a gap slowly appears where the original photo was. I can't seem to stop this happening?
I have a flash where users drag and drop icons around a matrix to indicate their opinions. I would like to have an option for them to save the positions of the movie clips that they have dragged and dropped so the next time they open it, they are where they left them.
I have thumbs placed on the stage. I create an empty mc to load swf. But my thumbs disappear from the stage when I test the movie ( html or swf) if I settle the _ and _y position of the empty mc.why the emptymovieclip positions affect the positions of my thumbnails?
I am creating a platform game that is 800 by 600 dimension where the camera scrolls with the player. The problem i am having is that if i want to draw a map that goes off screen the stage are that i can edit in can only go so far when i am creating the map however i drag an object further than the edge of the editing space i can see it when the camera scrolls over to it in game but when i do this i cannot easily edit the objects that are not in view in the editing window. I can slightly increase the size of the editing window by changing the dimensions of the game to 2880 by 600 editing and then changing back to 800 by 600 but still i can only enlarge it up to 2880 because that is the maximum. Is there any way i can edit very large objects like a map that are way bigger than the stage dimensions?
I notice that Flash makes changes to a stage size to the right. Is there a way of making the change so it expands out from a central point, i suppose like photoshop and similar. This has caused me some problems in the past when a client has asked for the site to be increased or reduced in width for example, and it can take a considerable ammount of time to move everything accordinly
on Roll_over I am increasing uiLoader width and Height for Zoomed versionso when I roll Over first loader , it appears behind 2nd loader ,similarly when I rollover 2nd loader , it appears behind 3rd loader
I've been trying to find a method of increasing the resolution of an executable that runs off flash. To be specific the program is a game called 'Realm of the mad god' originally a browser game but is now also a free to play steam title, Having browsed through the config files I couldnt find anything talking about resolution and I was wondering if there are any advanced flash features that allow the user to force the application to run a specific resolution.
PS: I don't have the highest hopes but I thought if anybody knew it would be someone from the flash community.
I'm developing a touch-screen Flash application for a shoe store, and it runs fine initially, but slows down toward the end of the day. I've been diligent with removing event listeners and so on. I've now narrowed the problem to be very specific - it's one section of the application causing the problem, and one part of that section:
- I have a main movie clip which contains the animation, which itself contains 5 nested movie clips, each with their own timeline. All movie clips have a stop action on the final frame. images are transparent PNGs with outer glow "filter" - the issue is not with performance as such, but with CPU increasing over time. Each time you play the clip, there is a small amount of CPU usage that 'sticks' and doesn't get freed up. What happens is that if you play the movie clip many (MANY MANY) times, then eventually it starts to slow down. Mac's Activity Monitor shows that the idle CPU usage is increasing slowly, over many times of playing the clip. It's insignificant with each play, but adds up over time.
You may be inclined to say: oh filters effect CPU, so it will be slow - but it isn't slow until it plays many, many times. Initially it's fast. I've uploaded a .zip with .app and .exe versions of my problem section. There are two files of each type: AutoPlay.app (& .exe): plays the problem clip repeatedly (I've just removed the final 'stop();' frame), so you can leave it open and come back in half an hour to see it slowing down. ClickToPlay.app (& .exe): Plays the problem clip once when you click the 'play' button, so you can click several times, let it return to idle, and verify that the idle CPU usage is in fact increasing.
I have a scrollpane where I have loaded a swf of many small images that are set up as buttons.How do I create the link between this swf/actionscript to the main fla/timeline that the scrollpane is contained in?
I'm making a Flash animation in Flash CS4, using motion tweens to change positions and sizes of objects on stage. I frequently open the animation file and find a motion-tweened object has been moved to a new position from the one it was in when I last saved the file. All the frames in the tween seem to be affected. If I open the file again without saving, the object is still in the wrong position. I have had to redo or substantially correct a big tween several times. It's wasting time, and I can't rely on my work being in the state that I saved it last. I think the problem happens to the files when I open them after starting up Flash.
basically, I wanna highlight the edge of my image (which is a mc), on rollOver...and I also wanna increase the amount of "red" "green" and "blue" in that image, (like when you select a mc on the stage, and go - advanced, - colour, - and do stuff there
IE 8 Flash CS4 v10 Windows XP Home SP3 (NOTE: The word "Resize" refers to an HTML change of the movie size; it does not refer to a Window resize)
Objective: Display a transparent 800x600 flash movie in IE, stretching movie to 100% width and height of webpage but keeping the objects within the movie from getting re-scaled. Objects are re-positioned at runtime via ActionScript with values meant to be relative to stage dimensions.
Problem: The movie resize is messing up the object re-positioning. The movie is indeed stretching to 100% of the width & height of the browser window's client area, but the objects are repositioned relative to something else (perhaps screen dimensions, but not sure). Result: Objects which were programatically positioned relative to original stage size are spaced way too far apart in IE, in some cases off the screen entirely, though they were not like this in the Flash editor.Question(s): Why are objects which were positioned within the original stage dimensions being kicked off the browser screen while the movie itself remains entirely on-screen even after resize? What dimensions/values are guiding the automatic post-resize repositioning of the objects? (These proportions appear to be different from the change in proportions of the movie itself.)
How can i reset a frame so everything starts again instead of manually coding for everything to go back to normal positions because i have lots of objects and it makes it real hard.
I am "old style" guy who still use Flash authoring environment as I believe working with graphics this way is easier than scripting all the things in document class..So, I have created in Flash authoring a movieClip with a graphics nested in it. Actually, this graphic is composed of two other nested graphics:
How can I use displayObjects as animation frames?I have six symbols in my library I want to animate with a timer. The advantage would be the ability to change the speed of the animations, and the elimination of the messy timeline.
The only drawback is the initial setup of the objects in the library. I've tried switch/case design patterns, visible=true, and z-depth, but I can't get it to work properly. Any answers?
//setup code var timer:Timer = new Timer(100, 20); timer.addEventListener(TimerEvent.TIMER, countdown); function countdown(event:TimerEvent) {
How to copying display objects (sprites, movieclips etc) while keeping thier content (graphics, added display objects etc)in AS3? The most commonly suggested solution by Kirupa (
I'm working on a world builder that will load a toolkit which is represented by an xml document. The document will look similar to the following:[code]Now, I want to be able to represent this structure in flash. Vertical layout is easy enough, simply placing the elements from top to bottom. It gets mind-boggling when I need to do the following:Be able to click any folder and have all its children hidden/shown.Position the elements horizontally based on hierarchical position (indent children of folders, children of the child folders, etc)Position the folders/tools vertically when folders above and in the same "directory" are hidden.It either sounds a lot easier than it is, or I'm missing a vital and obvious step.Just to save confusion - when I make reference to "folders" and "tools", these are a MovieClip which is a simple block with text over it, like:[code]
I'm creating my first AS3 project and I've already hit my first snag, nested display objects (aka buttons and movieClips). Let's say you create a movieClip and place buttonA on frame 1 and buttonB on frame 10. You create a class for that movieClip that tells it to jump to frame X after evoking a custom method. With the same method you want to assign the buttons on that frame their functions, but you can't because Flash thinks that DisplayObject does not exist. How do you make sure all DisplayObjects for a frame have been loaded, so that you can reference them?
I have figured a way around it by using the ADDED event listener. Apparently this event is triggered every time any DisplayObject is added, whether it is nested or not. What's interesting is the number of children (numChildren) for the parent movieClip stays constant. So, this code takes advantage of that fact.
I want to create swf file without any DisplayObjects. All it has to do detect Events and save a Log. My main Application will load it as external swf file.
Is any way I can compile swf file do not extending Sprite or MovieClip?
there is a Class A, it has a timer which updates its x position periodically. So all the instance of Class A will update their own x position. There is another Class B which extends Class A and overrides the function which updates position to change y position and call the trace function.
Now what I do now is create two instance alpha1, alpha2 of Class A and other two instance beta1, beta2 of Class B.
- alpha1 is only instantiated, but not added to the stage.
- alpha2 is instantiated, and there after added to the stage.
- beta1 is only instantiated, but not added to the stage.
- beta2 is instantiated, and there after added to the stage.
- let say after few seconds, I remove alpha2 and beta2 from stage.
Now suppose the GC fires collection, who all would be collected ?
i have a var lets say 'x' x="i like cheese and want to eat it everyday" i want to split the var x by every 10'th character, assuming the 10 chracter is not in the middle of a word , then i want it to split it before that so that no words are not cut out...
ex: x="i like cheese and want to eat it everyday" arr[1]="i like " 7chars causs 10th char was inside 'cheese' and spliting of words is not allowed arr[2]="cheese and " 10 chars exactly , splits at space arr[3]="want to " 8 chars 10th char inside eat .. u get the idea by now i hope arr[4]="eat it " arr[5]="everyday"
so its splitting the variable every 10th character.. if the 10th chracter is a space, if it is not it backs up to the previous space and for the next array slot starts from there
I've got another interesting Flash issue, and I was wondering if there was some weird case I had to account for. Here's the code: var c:DisplayObject; var t:Rectangle; c.width = t.width; trace(c.width, t.width); This results in output of: 0 13 I'm expecting '13 13' as the output..what would cause this to happen? It's sporadic, sometimes it'll happen, sometimes it doesn't. Is there some weird race condition I should double check for?
I am adding DisplayObjects to a Canvas using ContentContainer.addChild(c); Where ContentContainer is my Canvas object and c is the DisplayObject I have created at run-time. Some of these DisplayObjects also have children of there own which are added at run-time prior to the DisplayObject being added to the Canvas.
I then need to iterate over all the children of ContentContainer but the first time I do this, it says that ContentContainer has no children (i.e., ContentContainer.numChildren = 0). If I do it again tho then it is fine and returns the correct number of children. Is there something I need to call to get ContentContainer to recalculate how many children it has?
I have an array of Sprites on stage and want to now the rectangle that bounds them. I could do a loop and check each element's getBounds() but that could be computationally expensive.
I am very new to AS3, and I'm confused about how things that would have been simple in AS2 are so complex and tricky now. For example, I want to create a bunch TextField objects that, for some reason, rise up every frame (as in : object.y-=1; ).However, I also need each TextField to reference the TextField that was created just before it.
I tried creating a variable that would hold such a reference : ThisTextField.Ref=LastTextField; but - this returns an "Access of possibly undefined property..." error. It seems I can only have custom properties on mere Objects ! This is annoying because an Object doesn't seem to accept event listeners (remember, I need them to do something every frame). Is there a way to simply set custom properties on my TextFields, without having to use custom packages ? Or is there a way to use event listeners on Objects ? I've read something about strict mode which could allow setting properties on other objects - what are the risks of turning it off ?
ActionScript Code: private function drawMap(tile1:DisplayObject, tile2:DisplayObject):void { var _tile1 = tile1;
[Code].....
The idea behind this is to store custom sprites in an array and then feed the array to the drawMap function, which would use the sprites from the array to draw a map.
why Bitmaps are not considered children of displayObjects (at least from my observations, I think this is true). They themselves are displayObjects so therefore should be part of the display list. In fact, when multiple Bitmaps are in one MovieClip, it recognizes them as one child, a Shape instance. Could anyone explain this to me? I'm attaching an example with a few display objects in a movieclip.