I compiled a simple AS3 project using Flex 3.5 (also tried Flex 4.1) to create a small swf which draws a simple red square on screen. Nothing too complex that requires special flashplayer support (see code below)
package { import flash.display.Sprite; /**
[Code]....
and tried to load it into a AS2 swf I have compiled using Flash CS4. But that just didn't work. I don't get any errors when loading and the AS2 swf can load any swf, either compiled in AS2 or AS3 by Flash.
I am working on a feature for an application that requires Flex 4 functionality. Due to some migration issues of the application from Flex 3.5 to 4.0, I have decided to implement this feature as a module that is compiled with Flex 4.0. The theory is that the application would remain compiled in Flex 3.5 and load the module when it needs it.[code]
I have three images and I want change the images size based on the scene size (default size is 1024x768). After each image has completely loaded I call bindableUtils.setter to set width/height when scene size changes but I don't know how to make a pointer or something like that. I'm using a public var img, but it only works with the last complete image.
Here is my code: <?xml version="1.0" encoding="utf-8"?> <s:Application xmlns:fx="http://ns.adobe.com/mxml/2009"
I've done quite a bit of digging but it's surprisingly difficult to find informed answers to these questions. I'm making a Flash game with a friend; as far as we can tell, the code is fine, but there are some serious framerate problems that seem entirely related to the graphics.
Is there a performance difference between Movieclips as JPGs and PNGs? Most of our graphics are imported as PNGs because they have transparent sections, but I don't know whether there is a performance difference between setting image compression to JPG or PNG within Flash itselfDoes turning on "Smoothing" for an image affect performance?Obviously larger graphics have more of a performance hit, but is there any benefit to splitting a large image into pieces? Example, changing a 2000*1000 background into two 1000*1000 pieces? One thing is most of our graphics are as much as twice the size in the library as they are displayed onscreen, then scaled in the code. We had wanted to make the game still look good when zoomed in/fullscreened but that doesn't seem practical so I'm planning on resizing all of the image files to their final size in the game and removing the scaling code. Hopefully that's the major part of the problem.
I'm using a used code of a slideshow. I figured everything except how to place the slideshow in the center of the div popup tag. This is the actionscript 2.I managed to move the pictures in the center where it says:[code]
I have an as class file that places some sprites at various positions around the stage, what I would like to then do is add event listeners to these sprites and do something starting from the x/y of that sprite (not the mouse x/y).
I'm populating an array with the created sprites and later looping through and assigning the event handler to the sprites but I can't seem to get any thing of any use out of them.
I'm calling the following function in a loop, each time I'm adding the returned point to an array (pointsArray) and then calling addChild.[code]...
I am trying to change the depth of MCs that are already positioned on the stage. However, there doesn't seem to be a property such as _depth. So can I even change the depth of an MC during the game and if so how would I do it?
For the life of me I just can't figure out a syntax to make button1thumbs.swf load into that movie clip, and I've tried all I can think of, but it's probably something dumb on my part.
So, it is possible to import a psd file to flash and have it all positioned correctly, if the PSD file is set to "Maximize PSD File Compability", however, the files(layers) does not appear in the XFL save in the LIBRARY folder, and the alpha and quality is horrific probably because the layer is taken from the composite layer, and not the real layer in PSDok, no need to worry yet, all we want is the correct position, that would save a lot of time, lets export the file from photoshop with the script, "export layers to file", then import the files in flash to the files we already imported and replace them in the flash library, Now this is where the problem arise, the file in the library, has some 'special treatment' done to it, and it is still not saved in the LIBRARY folder in the XFL save. When the high quality file replaces the trashy library item, the file disappears and probably gets saved in the bin folder as a
I am trying to change the depth of MCs that are already positioned on the stage. However, there doesn't seem to be a property such as _depth. So can I even change the depth of an MC during the game and if so how would I do it?
I have created a small flash move 40px x 40px and placed a movieclip in the centre of the stage. When I publish the file it positions the movieclip to the right of the published window. When I trace the movieclips x and y the movieclip position is correct. It almost looks like there is some sort of margin around it. Flash CS5
Basically I redraw a circular object ("moon") every frame, reposition it and rotate it. I want a gradient fill that's offset to the left (-x) by the circle's radius. Instead of wasting your time talking about what I think it might be, I'll just show you the code . . .
For simplicity's sake, I've changed the colors to blue, red, green (in that order). Only the last one's showing up. I've tweaked the vales in the matrix itself for hours, but I can't really change anything. I can get the gradient fill to center on the circle, but that's the best I've done so far . . .
ActionScript Code: var centerX = Stage.width/2; var centerY = Stage.height/2; var radX = 210;
I was wondering how "relative alignment" such as on the easybit-site (take the window and resize it) is done? All objects on the stage are positioned always relative to the actual window-size without losing quality, but how???
I am trying to populate a movie clip with buttons positioned by an xml file and have info windows pop up when you hover over these with images text and links in the info window which needs to resize based on the amount of content in it, also from the xml file. Almost like google maps. (as2)
I am making a sort of portfolio gallery inside my flash project. Every image I try from large to small still shows up very jagged. What is the best size to fit in my 1024 by 768 stage taking up about 80% of it?
I am using flash 8. and i have one .Jpg image (1024 x 768px - Its vary) now i want to load this image to my Movieclip. But my movieclip size is 130 x 140px. how is it possible to load and fix this movieclip size.
I have a background image at 720x576px. My flash document is also set to the same. When I import my graphic and drag it onto the stage it is a completely different size?
This means I have to re-size using the free transform tool, and as I have to re-size many images for different movies that have to be exact, what is the best way to re-size them? Should my imported image not fit the stage size exactly without re-sizing at all?
I have been trying to figure this out for the longest. I had got it fixed but flash suddenly crashed and everything was lost. Now here is the as code, I want to know how I resize the _loc5, which is the image that is being called.
I am importing layers from my Photoshop file to Flash to create a Flash Banner ad using CS5. My Banner size is set-up in PS as 160x600 72DPI. Are there any tricks to getting my file size down without losing anymore resolution when importing to the flash Stage?
Can I get the height of an image from its URL information in ActionScript 3? I have the image URL. I want to draw the image in my UI and I want to set the height of the drawing area dynamically upon getting the image.
In my Flex application I load an image into the Image control. After loading the image I can apply filters like color transform or grayscale etc and then I want to save the image with the filter applied. I am having trouble saving the image with the filters applied. With the following code the Image gets saved without the filters.However, if I use [code]...
I have a swf and the background image looks bad in a monitor 1680 x 1050 , it get cutTo define this in flash, I hace to edit my image to this size 1680 x 1050, but in flash How would I define this?. Can it be done in html code?
I am wondering if there is any way to determine the width and height of an image that is decoded to a ByteArray.For example in the below, any way to determine these values for data?
var data:ByteArray = new ByteArray(); data = encoded_image.decode(byteArrayData);