I'm making an arcade game in as3 and I want to draw pixely(unsmoothed by flash) lines. I'm drawing the pixels 'by hand'(not with flash's lineTo or anything) onto a bitmapdata object. The lines don't appear quite right though, when zoomed out the line is rendered 2 pixels thick at some parts. However by zooming it its apparent that the algorithm is fine and its not doubling the pixels. Changing the quality doesn't seem to change anything.
I'm using a blitting engine that uses bitmapData. No display objects.Is there a fast pixel perfect collision detection available for such a game system?I already tried CDK but that didn't work because it assumes you have display objects which my objects don't use. Sometimes my objects are pretty big and hitTest sucks in this case. I already tried circle-to-circle collisions but that didn't do the trick either.
need build pixel based collision dectection class , i have found some classes already built by different people and they are really usefull, but as i want to build one of my own, i need to know basic theory behind tha
i have a simple movieclip, based off text, with a few frames, and instead of creating an invisible area to do the hit test, is there any way to set the hit area to equal the movieclip's dimensions?, google seems to not be able to provide results, i don't need pixel perfect hit detection, but rectangle detection
I have been desperately searching for a way to do pixel perfect collisions, and for someone to explain it to me in detail. explain the code in the .fla file, posted by the Canadian in the frequently asked questions thread on bitmapData hit testing:
[Code]...
after looking through the help files, i must admit they are terribly vague. All you are doing is checking if _alpha is above a certain amount. With movieClips you would use 0->100 but with this hittest you have to use 0->255 (0x00->0xFF)so an _alpha of 50 would correspond to approx 128 (0x80). Nearly all the time you could just use 1 as a hittest parameter so you are checking for any hit at all but maybe you have a shadow in a mc layer and you do not want to check a hit. This is when you might be able to use your threshold parameter. In other words, the hit test will only react to parts of the bitmap which have a greater or equal alpha than the alpha threshold, mostly useful for a shadow.
I was searching for a simple collision detection function for as3, I found Collision Detection Kit, but it is too complicated, I just want a damn function that I give 2 objects as paramenters and that's it.I would like to know where can I find a pixel-perfect collision detection function (The faster, the better)
I just thought I'd drop a note here to those who are interested. I recently posted about it on my website and you can download the source for it there too. Here's some excerpts:
Ive run it at 60+ FPS with 7,000 particles, but that actually isnt the limitation (unless your particles are crunching heavy math for eg movement). Rather its the size and number of sprites that were colliding with the particles.
To squeeze all the juice out of Flash I employed a couple tricks. The first was the particles themselvestheyre blitted to a single bitmap which is used as the source image for grabbing collision data from. The particles are also drawn with the raster engine in Flash (multiple setPixel32() ops to give the illusion of a line a choppy one anyway) instead of the vector renderer (lineTo()).
The second trick was to only grab a Vector of pixels from the regions we cared about (within sprite boundaries) every so often, then to loop through the Vector and test it against our desired conditions. Also, since the particle bitmap is more sparse than our sprites as far as opaque pixels go, we test the particle bitmap first, resulting in a lot fewer passes on the first round of conditional statements.
That's the gist of it, but I explain it a bit more in detail in the post. Hope someone finds this useful and please let me know if you come up with something cool using it
Its an mx:Text object. (The Text object is actually being used as a mask so don't know if that's the problem.) If underline is set with the <u> tag in Text.htmlText, or Text.textField.setTextFormat, the underline thickness is always just one pixel which is not acceptable. (There are other problems with <u> so I'm limited to using setTextFormat currently.)
Can the thickness of an underline be set through CSS? (textField.styleSheet, etc.)
I may have another problem as I already use setTextFormat extensively, and the documentation says you can't use textField.setTextFormat if you use textField.setStyleSheet.
I primarily need the underline to simulate correctly the look for an anchor tag.
I want my movie to start out with a line which is 1 pixel long. Then I want to increase it to 500 pixels in 36 frames. I can do this without actionscript by just going down 36 frames and increasing the line then creating a motion tween, but I would like to see this done in actionscript
I am looking for a fairly simple image comparison method in AS3. I have taken an image from a web cam (with no subject) passed it in to bitmap data, then a second image is taken (this time with a subject) to compare this data, from these two images I would like to create a mask from the pixels that match on both bitmaps. I have been scratching my head for a while, and I am not really making any progress. Could any one point me in the right direction for pixel comparison method, something like getPixel32()
So, been looking for a way to make the perfect 3d engine for flash. I need to know though, what am I working with? Pixels? Can I use something to access the video hardware? Already taking a few math classes on Monday to get a fresh start so I need to know the best way to go about this. Like...how does the video card draw?
i'm using the loadSound command to bring in an external mp3 and although the file itself is a perfect loop, flash doesn't seem to like playing it back as such using the s.start (0, 5) tag. any suggestions on how to get perfect loops?
I'm in the process of teaching myself the components of the CS4 Design Premium package using the Adobe Classroom in a Book series. I'm currently going through the Flash CIAB and i've started using the pen tool. The task involves creating a wave like design across the stage. Whilst this in itself is simple, the final instruction is to click on the first anchor point to close the shape. In the illustration, the closed shape seems to automatically extend around the stage, however when I click on the first anchor point, the line automatically connects between the two points in a straight line.
Am I doing something wrong? The next step is to fill this area, but with the straight line effect that I am getting, this becomes impossible. I should point out that the instruction states that the pen tool line should extend off the stage. I have done this, but even then on clicking on the first anchor point the shape is closed incorrectly.
I am using Flex 4 and AS3 and I am trying to make it so that the user can draw a freehand line with the cursor - I have this part done.However, I also need the line to be a dashed line instead of one solid line like it is now. below is my code I am using. I have found some examples on how to do this, but they are all for straight lines, not for a freehand line.
I am trying to find a way to render a Flash object, more specifically a Open Flash Chart, in the server, and save a screenshot of it to a temp file to embed it in on a PDF report.
I've found some solutions that use Javascript to generate a temp file in the browser, and then send it to the server (like here). However I need to generate reports automatically and send them as e-mail attachments, so I cannot render it using a browser.
I want to create a line tool exactly like flash line tool. But the code that I am using shows the line when we release the mouse button. How can I show the lines while it is drawing[code]...
i have a GIF and i want it to be loaded dymanicly from XML with [code]the GIF isn't playing. my GIF has 4 stages (frames) but when loaded, it stays only on the first one. i need the GIF loaded and begin looping all 4 frames... what's happeing ?i want the loader_MC to be resized everytime i resize my Stage. i did this:[code]The GIF appears distorted, turned upside down and the _x axis very wrong and out of page... what's happening, again?
I have a webpage containing 2 DIV containers hidden using CSS. The site has a Flash Movie embedded. I want to render the content of these hidden DIV containers from within the Flash movie.I'm using CS4?
HTML <div id="sectionone">content</div> <div id="sectiontwo">content</div>
CSS hide sectionone div and sectiontwo div
FLASH Display sectionone within flash movie when requested
I am trying to render an image with text and images that are on a .swf file. What i am doing is saving all the objects and their properties in an XML and then using imagemagick to render all that. the problem i am facing is that imagemagick treats fonts very different than Flash, so i don't get a perfect copy of what i see in the flash to what i see on the rendered image.
how to match font sizes between flash an imagemagick?
Here's my problem: I have a few display objects that are modified by a loop, and I would like flash to render exactly one frame at the end of each loop. Duration of a loop may vary unpredictably, thus a constant frame-rate won't do it.
I found a hack-ish way to render one frame at the end of each loop, using updateAfterEvent with a 0ms timer. Now I want to prevent Flash from rendering frames in the middle of the loop: this is a waste of time and ressources, and produces strange blinking effects. Setting the frame rate to 0 would be an easy solution, but stage.frameRate has a minimum value of 0.01.
Question 1: Is there a way to properly stop the standard rendering loop? A workaround will not be regarded as a valid answer, because what I'm currently doing is a pretty good workaround (1 frame every 100 seconds is bearable). Question 2: Is there a better way than updateAfterEvent to force rendering?
Has anyone ever encountered this weird, unique error I am gettingWhen I export my program to a SWF all the imported PNGs with alpha transparency (ie; soft edges) render totally wrong - no transparency, very blocky and pixelated. See the attached image for an example;this is out of the blue. Has exported fine recently.
I want to use small icons to play videos from within an HTML (CSS-styled) text field in AS3. I placed the image after the text, as you normally would. But it keeps getting bumped down to the next line. I'm worried that this is just another part of Flash's busted HTML rendering.
I'm making a simple RSS reader in flash. I test the swf in Flash, it works perfectly. I publish the swf with html through Flash, and it works perfectly. However, when I incorporate the swf into a web site that I am currently developing, using swfobj 2.0 (dynamic) procedures (followed both by google code and lee's video tutorial on using swfobj 2.0), the html rendering does not work. I've tried copying the html code that comes from the Flash-published html, and paste that into the website I'm developing, but that straight out just doesnt work. I'm going to attach the AS3 code here. I pull the RSS xml info into flash, do a bit of string analysis to replace inactive links with active and cut out another snippet of the string, apply a style using an external css, and finally render as html.
Code: Select allvar loader:URLLoader = new URLLoader(); loader.load(new URLRequest("[URL]")); var xml:XML; function onDataComplete(e:Event):void { xml = new XML(e.target.data); var il:XMLList = xml.channel.item; [Code] ..... Latest version of FF is used in both pics. Also, an image to illustrate what happens:
This should be of interest to some of you, certainly those of you who are interested in the games/motion graphics side of things.eople generally accept copyPixels as the standard for "blitting" but in some cases it gets absolutely blitzed by BMFill, namely when alpha isn't involved
1. There has a subtle difference between a static text field in flash authoring tool which has been set to use the device font when it's got focus(state that user can type character in) and lose focus;
2. There also has a subtle difference between when it is being rendered in flash player and in flash authoring tool.(Note that the key factor here is setting the text field to use device font.)
on the stage, ther's a box. you can move the box with the left and up key.i have 3 problems:
1. the movement isnt smooth, can i make the movement smooth without modyfing the speed?
2. i want that when you press the left and up key simulteanously the box will move diagonaly.
3.when you press and hold a key, the box just moves a little and after 1 second (or something like this) the box starts to move continously. can I make the box to move continously immediatly after you are pressing a key.