[Flashcoders] Flash 9 Full Screen Mode - Mac Player bugs?
Yo Flashcoders, I am attempting to use the fullscreen feature in the Flash 9 player (Stage["displayState"]), while keeping my publish version set to v8. Everything seems to work fine, but when I use the feature on Safari for the Mac, some of my button methods aren't working properly- namely onRollOver. Has anyone else ran into this issue? Any suggestions would be most appreciated. -Danro ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] PNG sequence running slow the first time!
Something I've noticed that helps with this issue is on the first frame of the PNG sequence, place a copy of all of the PNGs on one frame (either masked or offstage), and it seems to load them all into memory for a faster run through. Plus, I don't think using cacheAsBitmap will give you any performance boost in this case. -Danro On Oct 8, 2006, at 9:26 AM, Ellen Sundh wrote: Hi! I have a problem with some PNG-sequences that I put into Flash. They are quite heavy 3D films. I noticed that when I load them in the browser they play very slowly the first time. This is even if I check that the movie is finished loading. Any idea how to get around this problem? It is Flash 8 project and I use cacheAsBitmap = true; on the movie clip that loads in the PNG sequence. Thanks in advance! -- Ellen Sundh Flash Developer Great Works . . . . . . . . . . . . Mobile: +46 73 200 40 73 Office: +46 8 528 077 76 Sveavägen 66 111 34 Stockholm /|_ ,' .\ ,--'_,' / / ( -. | | ) | (`-. '--.) `. )' Mjau.. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Which object called the function
Not sure if this is a solution in your case, but you could identify the calling function this way... class Main { function Main() { runHello._id = "Main told me to do it..."; runHello(); } function runHello() { var a = new A(); a.hello(); } } class A { function A() {} function hello() { trace("hello"); trace(arguments.caller._id); } } -Danro On Oct 7, 2006, at 8:10 AM, Ramon Miguel M. Tayag wrote: Hi everyone, How do you find out which object calls a particular function? Is it even possible? Let's say there are two classes: class A { function A(){} function hello() { trace ("hello"); //I want to know who called me, here } } class Main { var a = new A(); function Main() { a.hello(); } } = How will A know that Main called the function? Thank you, -- Ramon Miguel M. Tayag ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Delegating Events and AS2
The problem is with this code- the onRelease function is a method of the btn movieclip... so it doesn't have access to the dispatchEvent function. btn.onRelease = function() { trace('dispatching event'); dispatchEvent({type:'click', target:this, message:btn+' was clicked'}); }; You could just do something like this instead if you want a quick local function: var btnRelease = function () { dispatchEvent({type:'click', target:this, message:btn+' was clicked'}); } btn.onRelease = Delegate.create(this, btnRelease); Delegate saves the day again... -Danro On Sep 27, 2006, at 8:30 AM, vic wrote: John, I think so but what I am trying to do it set up a BtnFunc Class that I can pass an argument to in order to set up the functionality of the button (argument bein the button instance name). I am pretty close I have this so far: FLA (with btnOnStage on stage): import mx.utils.Delegate; function handleEvent(eventObj) { trace('handleConstruct') trace(eventObj.target); trace(eventObj.type); trace(eventObj.message); trace(eventObj.time); } var myBtnClass = new BtnFunc(0, btnOnStage); myBtnClass.addEventListener('click', Delegate.create(this, handleEvent)); -- Class (BtnFunc.as): import mx.events.EventDispatcher; import mx.utils.Delegate; class BtnFunc { var addEventListener:Function; var removeEventListener:Function; var dispatchEvent:Function; function BtnFunc(id, btn) { EventDispatcher.initialize(this); btn.onRelease = function() { trace('dispatching event'); dispatchEvent({type:'click', target:this, message:btn+' was clicked'}); }; } } It is firing off the event perfectly but my listener is not getting it and thus not running the handleEvent func. What's the prob? ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Delegating Events and AS2
Vic, if you've ever used the XML or NetStream classes... it mimics those types of event updates. For example... var xmlData = new XML(); xmlData.onLoad = function () { // gets invoked by the XML instance } So if you delegate the onLoad method, you get something like this: xmlData.onLoad = Delegate.create(this, xmlDataLoad); ... which is essentially what I am trying to do with my own classes. Another reason I like delegating events this way, is that the compiler will catch typos in the names of the event functions, so I am not searching around trying to figure out why a certain event is not firing. -Danro On Sep 26, 2006, at 7:06 PM, vic wrote: Hey Dan, I like the way you do it, its pretty simple. But here is, what probably will be an incredibly stupid question: How do I capture the event? Thanks, V I personally use an extremely simplified way of dealing with events. I've used EventDispatcher before, but it feels like overkill most of the time. I realize my method has no ability to multicast events, but it's quick, easy to read and gets the job done. Here's an example: ___ // WidgetManager.as import mx.utils.Delegate; class WidgetManager { private var _widget1:Widget; private var _widget2:Widget; public function WidgetManager (timeline:MovieClip) { _widget1 = new Widget(1, timeline.widget1_mc); _widget1.clickEvent = Delegate.create(this, widgetClick); // add event _widget2 = new Widget(2, timeline.widget2_mc); _widget2.clickEvent = Delegate.create(this, widgetClick); // add event } private function widgetClick (eventObj:Object):Void { trace("widget " + eventObj.id + " was clicked"); eventObj.target.clickEvent = null; // remove event } } ___ // Widget.as import mx.utils.Delegate; class Widget { public var clickEvent:Function; // event method private var _id:Number; private var _buttonMC:MovieClip; public function Widget (id:Number, mc:MovieClip) { _id = id; _buttonMC = mc; _buttonMC.onPress = Delegate.create(this, buttonPress); } public function buttonPress ():Void { clickEvent({target:this, id: _id}); } } On Sep 26, 2006, at 12:09 PM, Sean Scott wrote: Hi All!, wondering if someone can point me in the right direction. I am trying to find a ASBoradcast / Event Dispatcher light model for my app. Basically i have a number of MCs that will have to either react to events being broadcast or broadcast their own. I have Essential AS2 by Colin Moock. Trying to find something i can import and maybe pass scope to it, vs have my main class extend it. I've googled, searched the archived and exausted my more talented flash developer friends. Thanks, Sean ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Delegating Events and AS2
I personally use an extremely simplified way of dealing with events. I've used EventDispatcher before, but it feels like overkill most of the time. I realize my method has no ability to multicast events, but it's quick, easy to read and gets the job done. Here's an example: ___ // WidgetManager.as import mx.utils.Delegate; class WidgetManager { private var _widget1:Widget; private var _widget2:Widget; public function WidgetManager (timeline:MovieClip) { _widget1 = new Widget(1, timeline.widget1_mc); _widget1.clickEvent = Delegate.create(this, widgetClick); // add event _widget2 = new Widget(2, timeline.widget2_mc); _widget2.clickEvent = Delegate.create(this, widgetClick); // add event } private function widgetClick (eventObj:Object):Void { trace("widget " + eventObj.id + " was clicked"); eventObj.target.clickEvent = null; // remove event } } ___ // Widget.as import mx.utils.Delegate; class Widget { public var clickEvent:Function; // event method private var _id:Number; private var _buttonMC:MovieClip; public function Widget (id:Number, mc:MovieClip) { _id = id; _buttonMC = mc; _buttonMC.onPress = Delegate.create(this, buttonPress); } public function buttonPress ():Void { clickEvent({target:this, id: _id}); } } On Sep 26, 2006, at 12:09 PM, Sean Scott wrote: Hi All!, wondering if someone can point me in the right direction. I am trying to find a ASBoradcast / Event Dispatcher light model for my app. Basically i have a number of MCs that will have to either react to events being broadcast or broadcast their own. I have Essential AS2 by Colin Moock. Trying to find something i can import and maybe pass scope to it, vs have my main class extend it. I've googled, searched the archived and exausted my more talented flash developer friends. Thanks, Sean ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] How do you manage your classes?
This is generally what I have been doing for my projects as well. I am guessing that SVN users are doing something similar but instead of copying files manually, they are checking out a set of files and using that as their local snapshot. During project A development, they would update, check-in, etc... Then once it's time to move on to Project B, they would create a new module in subversion for the Project B files. The problem I am trying to getting my head around is how to work with common shared classes throughout multiple projects... BUT still keep copies of these classes in the local snapshot for archiving. I am wondering if the SVN "externals" functionality would be the right solution? Has anyone successfully used it for this purpose? -Danro On Sep 26, 2006, at 10:18 AM, Mike Keesey wrote: Lately I actually copy all packages to a folder within my project's folder. Why? Suppose you have a package and you use it on project A. Later, you use it on project B, and realize there are some issues, so you change some of the code. Project B finishes. Then, later on, you find you have to go back to project A with some tweaks and republish it. Because of changes in the package, there may be problems--at best you will still have to spend time regression testing. Copying your packages to a project-local folder means that you have a secure "snapshot" of the package. ― Mike Keesey -Original Message- From: [EMAIL PROTECTED] [mailto:flashcoders- [EMAIL PROTECTED] On Behalf Of Dan Rogers Sent: Monday, September 25, 2006 4:36 PM To: Flashcoders mailing list Subject: [Flashcoders] How do you manage your classes? Flashcoders, I've been wondering how other flash developers deal with AS2/AS3 class management on both a project-based and common library level, while addressing the need to package up source code for a given project to deliver to a team member or client. I've used version control before, as well as doing the common classpath thing for shared classes... but when it's time to deliver the source code to someone, I would have to go in and hunt for all the classes I used on a project and copy them to the FLA directory (and recreate the com.package... structure as well). Sometimes it seems faster to simply create the AS files along with the FLA (in a single package), and copy over utility files as needed. But then you get into duplicate classes scattered over multiple projects. Can anyone provide any insight to a system that works well for them? For example, does anyone run custom shell scripts (such as rsync) that sync the current project with the main classpath directory? Thanks, -Danro ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] How do you manage your classes?
I'm not very familiar with subversion- can it handle shared modules (or recursive modules I guess)? I am curious how one would handle utility classes that get included in multiple projects... On Sep 25, 2006, at 5:03 PM, eric dolecki wrote: Using SVN, etc. make a repository on a shared server somewhere. Include classes from there in your projects. Just make sure you update & you're all good to go. On 9/25/06, Dan Rogers <[EMAIL PROTECTED]> wrote: Flashcoders, I've been wondering how other flash developers deal with AS2/AS3 class management on both a project-based and common library level, while addressing the need to package up source code for a given project to deliver to a team member or client. I've used version control before, as well as doing the common classpath thing for shared classes... but when it's time to deliver the source code to someone, I would have to go in and hunt for all the classes I used on a project and copy them to the FLA directory (and recreate the com.package... structure as well). Sometimes it seems faster to simply create the AS files along with the FLA (in a single package), and copy over utility files as needed. But then you get into duplicate classes scattered over multiple projects. Can anyone provide any insight to a system that works well for them? For example, does anyone run custom shell scripts (such as rsync) that sync the current project with the main classpath directory? Thanks, -Danro ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] How do you manage your classes?
Flashcoders, I've been wondering how other flash developers deal with AS2/AS3 class management on both a project-based and common library level, while addressing the need to package up source code for a given project to deliver to a team member or client. I've used version control before, as well as doing the common classpath thing for shared classes... but when it's time to deliver the source code to someone, I would have to go in and hunt for all the classes I used on a project and copy them to the FLA directory (and recreate the com.package... structure as well). Sometimes it seems faster to simply create the AS files along with the FLA (in a single package), and copy over utility files as needed. But then you get into duplicate classes scattered over multiple projects. Can anyone provide any insight to a system that works well for them? For example, does anyone run custom shell scripts (such as rsync) that sync the current project with the main classpath directory? Thanks, -Danro ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] Tweening ColorTransform objects? [Solved]
Thank you for the replies. My issue was due to the fact that I was overlooking the "rgb" property (doh), and inadvertently tweening it along with the other properties. Below is the functional code which uses MultiTween and mx.transitions.Tween to tween a few ColorTransform objects. -Danro FLA Example: http://download.danro.net/flashcoders/ColorTrans_Tween.zip Code: import com.gskinner.transitions.MultiTween; import flash.geom.Transform; import flash.geom.ColorTransform; import mx.transitions.easing.*; import mx.transitions.Tween; import mx.utils.Delegate; // color transform objects var originColor:ColorTransform = new ColorTransform(); var currentColor:ColorTransform = new ColorTransform(); var rollOverColor:ColorTransform = new ColorTransform(); var rollOutColor:ColorTransform = new ColorTransform(); rollOverColor.rgb = 0xFFCC00; rollOutColor.rgb = 0x0066CC; // movieclip transform var trans:Transform = new Transform(test_mc); // update color function function updateColor () { trans.colorTransform = currentColor; } // tween vars var colorTween:Tween; var mTween:MultiTween; var mTweenProps = ["alphaMultiplier", "alphaOffset", "blueMultiplier", "blueOffset", "greenMultiplier", "greenOffset", "redMultiplier", "redOffset"]; // rollover tween function buttonRollOver () { mTween = new MultiTween(currentColor, rollOverColor, mTweenProps); colorTween.stop(); colorTween = new Tween(mTween, "position", Regular.easeOut, 0, 1, 20); colorTween.onMotionChanged = Delegate.create(this, updateColor); } // rollout tween function buttonRollOut () { mTween = new MultiTween(currentColor, rollOutColor, mTweenProps); colorTween.stop(); colorTween = new Tween(mTween, "position", Regular.easeInOut, 0, 1, 20); colorTween.onMotionChanged = Delegate.create(this, updateColor); colorTween.onMotionFinished = Delegate.create(this, reset); } // reset color to original function reset () { mTween = new MultiTween(currentColor, originColor, mTweenProps); colorTween.stop(); colorTween = new Tween(mTween, "position", Regular.easeInOut, 0, 1, 30); colorTween.onMotionChanged = Delegate.create(this, updateColor); } // button events test_mc.onRollOut = Delegate.create(this, buttonRollOut); test_mc.onRollOver = Delegate.create(this, buttonRollOver); ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Tweening ColorTransform objects?
Thanks for the suggestion. I took a look at their code, and it looks like they are still using the older Color object syntax. I am simply looking to see if it's possible to tween using the ColorTransform class. -Danro On Sep 23, 2006, at 5:32 PM, Charles Parcell wrote: I am going to point you to the API I was recently introduced to. Fuse Kit. http://www.mosessupposes.com/Fuse/ Charles P. On 9/23/06, Dan Rogers <[EMAIL PROTECTED]> wrote: Hey Flashcoders, Has anyone here attempted to tween the Flash 8 ColorTransform class? I am having some strange issues while trying to tween some ColorTransform objects using Grant Skinner's MultiTween class. Seems that whenever I tween a ColorTransform object which contains yellow (?), I get a random spectrum of colors before the tween reaches it's target value. I've posted the source and have included the AS below. I realize there are other color-tweening scripts out there, but I was trying to use the ColorTransform class to see if it could be done. Source: http://download.danro.net/flashcoders/color_tween_test.zip Thanks, -Danro code follows -- import com.gskinner.transitions.MultiTween; import flash.geom.Transform; import flash.geom.ColorTransform; import mx.transitions.easing.*; import mx.transitions.Tween; import mx.utils.Delegate; // color transform objects var originColor:ColorTransform = new ColorTransform(); var currentColor:ColorTransform = new ColorTransform(); var rollOverColor:ColorTransform = new ColorTransform(); rollOverColor.rgb = 0xFFCC00; var rollOutColor:ColorTransform = new ColorTransform(); rollOutColor.rgb = 0x0066CC; // movieclip transform var trans:Transform = new Transform(test_mc); // update color function function updateColor () { trans.colorTransform = currentColor; debug("DEBUG >> " + trans.colorTransform); } // set vars var colorTween:Tween; var mTween:MultiTween; // rollover tween function buttonRollOver () { mTween = new MultiTween(currentColor, rollOverColor); colorTween.stop(); colorTween = new Tween(mTween, "position", Regular.easeOut, 0, 1, 20); colorTween.onMotionChanged = Delegate.create(this, updateColor); debug("DEBUG >> - roll over ---"); } // rollout tween function buttonRollOut () { mTween = new MultiTween(currentColor, rollOutColor); colorTween.stop(); colorTween = new Tween(mTween, "position", Regular.easeInOut, 0, 1, 20); colorTween.onMotionChanged = Delegate.create(this, updateColor); colorTween.onMotionFinished = Delegate.create(this, reset); debug("DEBUG >> - roll out ---"); } // reset color to original function reset () { mTween = new MultiTween(currentColor, originColor); colorTween.stop(); colorTween = new Tween(mTween, "position", Regular.easeInOut, 0, 1, 30); colorTween.onMotionChanged = Delegate.create(this, updateColor); debug("DEBUG >> - reset ---"); } // button events test_mc.onRollOut = Delegate.create(this, buttonRollOut); test_mc.onRollOver = Delegate.create(this, buttonRollOver); // debug function function debug (txt:String) { //trace(txt); } ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] Tweening ColorTransform objects?
Hey Flashcoders, Has anyone here attempted to tween the Flash 8 ColorTransform class? I am having some strange issues while trying to tween some ColorTransform objects using Grant Skinner's MultiTween class. Seems that whenever I tween a ColorTransform object which contains yellow (?), I get a random spectrum of colors before the tween reaches it's target value. I've posted the source and have included the AS below. I realize there are other color-tweening scripts out there, but I was trying to use the ColorTransform class to see if it could be done. Source: http://download.danro.net/flashcoders/color_tween_test.zip Thanks, -Danro code follows -- import com.gskinner.transitions.MultiTween; import flash.geom.Transform; import flash.geom.ColorTransform; import mx.transitions.easing.*; import mx.transitions.Tween; import mx.utils.Delegate; // color transform objects var originColor:ColorTransform = new ColorTransform(); var currentColor:ColorTransform = new ColorTransform(); var rollOverColor:ColorTransform = new ColorTransform(); rollOverColor.rgb = 0xFFCC00; var rollOutColor:ColorTransform = new ColorTransform(); rollOutColor.rgb = 0x0066CC; // movieclip transform var trans:Transform = new Transform(test_mc); // update color function function updateColor () { trans.colorTransform = currentColor; debug("DEBUG >> " + trans.colorTransform); } // set vars var colorTween:Tween; var mTween:MultiTween; // rollover tween function buttonRollOver () { mTween = new MultiTween(currentColor, rollOverColor); colorTween.stop(); colorTween = new Tween(mTween, "position", Regular.easeOut, 0, 1, 20); colorTween.onMotionChanged = Delegate.create(this, updateColor); debug("DEBUG >> - roll over ---"); } // rollout tween function buttonRollOut () { mTween = new MultiTween(currentColor, rollOutColor); colorTween.stop(); colorTween = new Tween(mTween, "position", Regular.easeInOut, 0, 1, 20); colorTween.onMotionChanged = Delegate.create(this, updateColor); colorTween.onMotionFinished = Delegate.create(this, reset); debug("DEBUG >> - roll out ---"); } // reset color to original function reset () { mTween = new MultiTween(currentColor, originColor); colorTween.stop(); colorTween = new Tween(mTween, "position", Regular.easeInOut, 0, 1, 30); colorTween.onMotionChanged = Delegate.create(this, updateColor); debug("DEBUG >> - reset ---"); } // button events test_mc.onRollOut = Delegate.create(this, buttonRollOut); test_mc.onRollOver = Delegate.create(this, buttonRollOver); // debug function function debug (txt:String) { //trace(txt); } ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Reliable local FLV stop event
How are you creating the FLVs to begin with? From what I can gather, the "NetStream.Play.Stop" issue seems to be related to how people create their FLV files. For example, I recently created a bunch of FLVs via export from After Effects (using On2 VP6 codec), and the stop event works just fine- whether played locally or streamed from a server. Does anyone have a solid answer as to why "NetStream.Play.Stop" fails under certain circumstances? -Danro On Sep 6, 2006, at 6:57 AM, Andreas R wrote: I know this is an old question but i can't really seem to get a good grasp of it. I have a client that loads FLVs locally off the machine it runs on. When movies stop, events get broadcasted. however sometimes the stop event i set up fails: onStatus = function(info){ switch(info.code){ case "NetStream.Play.Start": stopped = false; break; case "NetStream.Buffer.Empty": if(stopped){ broadcastMessage("onVideoComplete"); } break; case "NetStream.Play.Stop": stopped = true; break; } } On tracing out info.code onStatus, i see that buffer.empty and buffer.full flicker on and off during playback, and that gets me worried. Sometimes Play.stop is called before the buffer has played out, but buffer.flush and buffer.empty right now seem so unreliable in terms of actually firing at the end of the FLV that i'm confused as to how to even approach this. Anyone got a solid, sound solution? Thanks, - Andreas SJ ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Slow performance
That's a very good point to bring up- since you are only revealing a big block of text without extra effects, you could just use a mask. On Sep 4, 2006, at 3:18 PM, Scott Hyndman wrote: I would also try to avoid string concatenation. It's usually a big performance issue, since strings are immutable (so a sequential block of memory has to be allocated, and the strings you are joining are copied to the new location). I would draw an entire page up front, then just reveal as you go through masking or an mc overlaying the text. Scott On 04/09/06, Scott Hyndman <[EMAIL PROTECTED]> wrote: Are you ever calling dispose on the bitmap data? Because if not it won't run for long. Scott On 04/09/06, kariminal <[EMAIL PROTECTED]> wrote: > Thanks for the replies so far... > > I am now using BitmapData.draw() ( and source_mc._visible=false + moved > offstage ): it run a little faster than before. And only seems to choke when > the browser is maximized at higher resolution ( around 1280x1024 ), maybe I > am knit picking?... > > But, I think something is not going right in my code and that the draw loop > could be optimized. The code now looks something like this: > > // code > > private function animationLoop( ):Void{ > > if ( lineCounter > code_lines.length ) lineCounter = 2 > if ( lineCounter == 0 ) { > field_txt.text = code_lines[lineCounter] > } else { field_txt.text = field_txt.text + > code_lines[lineCounter] } > > myBitmapData = new BitmapData(source_mc._width, > source_mc._height , false, 0x ); > target_mc.attachBitmap(myBitmapData, 10); > myBitmapData.draw(source_mc); > > lineCounter ++ > > } > // code > > I am finding it a little odd, that I am making a new BitMapData object every > interval and tried moving it outside the loop but got strange results (due > to my ignorance): every time 'attachBitmap' ran, it seemed the old bitmap > was not being cleared. > > + also changed the font to Verdana, tried various interval times, but > neither of these did much to improve the situation. Anyone think I can > squeeze a little more FPS out of this one?.. > > http://www.kurst.co.uk/transfer/2/ - Using BitmapData > http://www.kurst.co.uk/transfer/1/ - and not > > > > > > > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Dan Rogers > Sent: 04 September 2006 19:55 > To: Flashcoders mailing list > Subject: Re: [Flashcoders] Slow performance > > If you're looking to improve performance and keep the speed of your > animation, you could experiment with BitmapData.draw() and render a bitmap > copy of a hidden text movieclip. I think the bottleneck is mostly due to > the heavy font vectors. If your font movieclip was hidden and/ or moved > off-stage, you could probably get away with a single BitmapData object set > to the size of the screen, redrawing each time the text changes. > > -Danro > > > On Sep 3, 2006, at 1:19 PM, Marc Hoffman wrote: > > > I'm seeing a window full of text (Firefox, Win XP Pro) -- is this what > > you intended? If so, that's a HUGE number of vectors to redraw so > > rapidly. Furthermore, by using a serif font you're probably doubling > > or tripling the number of vectors, so try the simplest, non- serif, > > mono-stroke (consistent stroke thickness) font you can, such as > > Verdana. And of course lengthen the redraw interval. > > > > Marc > > > > At 12:24 PM 9/3/2006, you wrote: > >> Hi, > >> setInterval each 10ms might be a bit overkill. > >> grtz > >> JC > >> > >> > >> On 9/3/06, kariminal <[EMAIL PROTECTED]> wrote: > >>> > >>> Hello All... > >>> > >>> My flash movie fills the whole browser window. If the window is kept > >>> small performance is great, however when I maximize the browser > >>> everything slows down. This is a simple effect which I think should > >>> run at a good speed regardless. I've uploaded a sample here: > >>> http://www.kurst.co.uk/ transfer/ > >>> > >>> And the animation code is as follows: > >>> > >>> //CODE > >>> > >>>private function stopAnimation( ):Void{ > >>> > >>>clearInterval( animationIID ); > >>> > >>>} > >>>private function restartAnimation( ):Void{
Re: [Flashcoders] Slow performance
If you're looking to improve performance and keep the speed of your animation, you could experiment with BitmapData.draw() and render a bitmap copy of a hidden text movieclip. I think the bottleneck is mostly due to the heavy font vectors. If your font movieclip was hidden and/or moved off-stage, you could probably get away with a single BitmapData object set to the size of the screen, redrawing each time the text changes. -Danro On Sep 3, 2006, at 1:19 PM, Marc Hoffman wrote: I'm seeing a window full of text (Firefox, Win XP Pro) -- is this what you intended? If so, that's a HUGE number of vectors to redraw so rapidly. Furthermore, by using a serif font you're probably doubling or tripling the number of vectors, so try the simplest, non-serif, mono-stroke (consistent stroke thickness) font you can, such as Verdana. And of course lengthen the redraw interval. Marc At 12:24 PM 9/3/2006, you wrote: Hi, setInterval each 10ms might be a bit overkill. grtz JC On 9/3/06, kariminal <[EMAIL PROTECTED]> wrote: Hello All... My flash movie fills the whole browser window. If the window is kept small performance is great, however when I maximize the browser everything slows down. This is a simple effect which I think should run at a good speed regardless. I've uploaded a sample here: http://www.kurst.co.uk/ transfer/ And the animation code is as follows: //CODE private function stopAnimation( ):Void{ clearInterval( animationIID ); } private function restartAnimation( ):Void{ stopAnimation(); animationIID = setInterval( this, "animationLoop" , 10 ); } private function animationLoop( ):Void{ // make sure we always keep the counter within the length of the array if ( lineCounter > code_lines.length ) lineCounter = 2 // print the text if ( lineCounter == 0 ) { field_txt.text = code_lines[lineCounter] } else { field_txt.text = field_txt.text + code_lines[lineCounter] } // ready counter for the next line lineCounter ++ if (field_txt.maxscroll > 1 ){ pageCounter ++; field_txt.text = ""; stopAnimation(); clearInterval( clearIID ); clearIID = setInterval( this, "restartAnimation" , clearIntervalTime ); } } //CODE And I've also uploaded a copy of the whole class here http://www.kurst.co.uk/transfer/textComponent.as Any tips on optimizing this one are welcome... Regards Karim ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] oop question kind of...
I've also found a few quirks with removeMovieClip... however most of them seem to be related to depth. I use this class whenever I remove a clip (dynamically attached or otherwise), and it seems to do the trick. /** The MovieClipRemover class is a static utility class which removes timeline movieclips usage example: MovieClipRemover.remove(test_mc); */ class MovieClipRemover { // constructor function MovieClipRemover () {} // remove a timeline (or any depth) movieclip from the stage static function remove (mc:MovieClip) { var parent:MovieClip = mc._parent; if (parent != null) { var tempMC:MovieClip = parent.getInstanceAtDepth(0); mc._visible = false; mc.swapDepths(0); mc.removeMovieClip(); if (tempMC != undefined) tempMC.swapDepths(0); } } } -Danro On Aug 21, 2006, at 11:34 AM, [EMAIL PROTECTED] wrote: Have you tried using some kind of factory type approach to manage your deletion/creation? yes, i use adts quite often...in fact i use the mvc pattern for quite a few apps i create. So i have views that instantiate whatever movieclips it needs and deletes them when it doesn't need them. the problem begins when a view needs to go away either because it is being replaced by another view or refreshed. i noticed that the clips that were supposed to be deleted weren't really...futhermore, when being reinstantiated, they won't accept values...they exist, but they're undefined somehow... b ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] fuse kit and events
I agree, I was a bigger fan of the Zigo project before it started getting so big in file size. Tween is a great built-in tool, and Fuse is a nice toy with a 20k price tag. -Danro On Aug 15, 2006, at 10:56 AM, [b) a d i wrote: Thanks for the explainations...i frequently create swfs that need to be under 30k and by not using this component i've saved 20k...i also ran them side by side and really didn't notice much difference in performance...since then i've hacked the tween class, but i just wanted to hear other opinions about it so thanks b - Original Message ----- From: "Dan Rogers" <[EMAIL PROTECTED]> To: "Flashcoders mailing list" Sent: Tuesday, August 15, 2006 10:37 AM Subject: Re: [Flashcoders] fuse kit and events To clarify, the mx Tween package does allow you to set 'useSeconds' as an option to drop/add frames, however from what I understand, the Zigo engine has always been more optimized to handle time-based animation. Performance aside, I think most people look to the Fuse / Zigo kit for all of the additional shortcut functions... On Aug 15, 2006, at 9:13 AM, Dan Rogers wrote: I can't necessarily vouch for the "Fuse" part of the Fuse / Zigo engine, but I can say that in certain circumstances, the Zigo tween engine will perform more smoothly than the mx Tween class. The mx Tween class is based entirely on frames to generate the animation, and will (at the expense of performance) render all of the frames as you specify them.The Zigo engine on the other hand uses a time-based system which will only play through as many frames necessary to complete your animation. The benefit of Zigo is that you can change the framerate of your movie, and it will drop/add frames to play to your specified duration. However in certain circumstances, you may want frame-level control over your animation, where the mx Tween class would be a better choice. Hope that helps... -Danro On Aug 15, 2006, at 7:49 AM, [b) a d i <[EMAIL PROTECTED]> wrote: since you're mentioning it, i'd like to know what benefits you sought by using thisi've yet to find a reason to use this over the tween class but i know several people who swear by it and i'm not convinced... thanks ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] fuse kit and events
To clarify, the mx Tween package does allow you to set 'useSeconds' as an option to drop/add frames, however from what I understand, the Zigo engine has always been more optimized to handle time-based animation. Performance aside, I think most people look to the Fuse / Zigo kit for all of the additional shortcut functions... On Aug 15, 2006, at 9:13 AM, Dan Rogers wrote: I can't necessarily vouch for the "Fuse" part of the Fuse / Zigo engine, but I can say that in certain circumstances, the Zigo tween engine will perform more smoothly than the mx Tween class. The mx Tween class is based entirely on frames to generate the animation, and will (at the expense of performance) render all of the frames as you specify them.The Zigo engine on the other hand uses a time-based system which will only play through as many frames necessary to complete your animation. The benefit of Zigo is that you can change the framerate of your movie, and it will drop/add frames to play to your specified duration. However in certain circumstances, you may want frame-level control over your animation, where the mx Tween class would be a better choice. Hope that helps... -Danro On Aug 15, 2006, at 7:49 AM, [b) a d i <[EMAIL PROTECTED]> wrote: since you're mentioning it, i'd like to know what benefits you sought by using thisi've yet to find a reason to use this over the tween class but i know several people who swear by it and i'm not convinced... thanks ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] fuse kit and events
I can't necessarily vouch for the "Fuse" part of the Fuse / Zigo engine, but I can say that in certain circumstances, the Zigo tween engine will perform more smoothly than the mx Tween class. The mx Tween class is based entirely on frames to generate the animation, and will (at the expense of performance) render all of the frames as you specify them.The Zigo engine on the other hand uses a time- based system which will only play through as many frames necessary to complete your animation. The benefit of Zigo is that you can change the framerate of your movie, and it will drop/add frames to play to your specified duration. However in certain circumstances, you may want frame-level control over your animation, where the mx Tween class would be a better choice. Hope that helps... -Danro On Aug 15, 2006, at 7:49 AM, [b) a d i <[EMAIL PROTECTED]> wrote: since you're mentioning it, i'd like to know what benefits you sought by using thisi've yet to find a reason to use this over the tween class but i know several people who swear by it and i'm not convinced... thanks ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] AS2 - (this) vs "this"
Thank you for the response... although I am not sure if your answer contains some sort of hidden meaning. Perhaps I should just stop thinking so much and get back to writing actionscript. -Danro On Aug 11, 2006, at 3:56 PM, Steven Sacks | BLITZ wrote: Is there a reason to wrap "this" in parentheses? (no) BLITZ | Steven Sacks - 310-551-0200 x209 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] AS2 - (this) vs "this"
This may be a simple question, but I just came across it and found it strange... Is there a reason to wrap "this" in parentheses? (this).foo vs. this.foo Thanks, -Danro ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Trying not to loadMovie multiple times
If you are using loadMovie to load in static JPEGs or still images of some kind, you could initially load them into a hidden movieclip on stage... then when you're ready to duplicate them, you could use BitmapData.draw() to clone them into place. If you're loading in animated SWFs, then I think you may be out of luck. I'm not aware of a workaround for duplicating loaded movies... but I would also love to hear one! :) -Danro On Jul 21, 2006, at 9:01 AM, Danny Kodicek wrote: The docs say that I can't use duplicateMovieClip on a movieClip brought in with loadMovie or MovieClipLoader. Is there any other way to avoid running loadMovie multiple times? I know the file will have been cached, but I'm still seeing quite a long delay when loading in several copies (and this is running locally, so it's not a bandwidth issue in any case). Danny ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] BitmapData GlowFilter "zebra" effect?
I can assure you I was only applying the filter once. I think there is a bug in the way that the knockout functionality is handled through the applyFilter method, when used in combination with the inner=false setting. Whenever I switched the parameters to inner=true and knockout=true, the filter worked as expected. Thanks, -Danro On Jul 10, 2006, at 4:30 AM, Yotam Laufer wrote: Seems like you are applying the filter many times. That would be my guess. Using the filters array makes sure that you apply it only once. Best, Yotam. On 09/07/06, Dan Rogers <[EMAIL PROTECTED]> wrote: Thank you for the reply. I tested it using your suggestion, and it seems to behave properly if I use MovieClip.filters instead of using applyFilter. However, since I want the end result to be a bitmap (for animation purposes), I wrote a little workaround code... as follows: // draw bitmap 1 var glowFilterMC = parentMC.createEmptyMovieClip("glowfilter_mc", parentMC.getNextHighestDepth()); var glowBmp = new BitmapData(targetMC._width, targetMC._height, true, 0x00); glowFilterMC.attachBitmap(glowBmp, 1, "auto", true); glowBmp.draw(targetMC); // apply glow filter with knockout var filter = new GlowFilter(0xFF, 1, 5, 5, 5, 1, false, true); glowFilterMC.filters = [filter]; // draw bitmap 2 var outlineMC = parentMC.createEmptyMovieClip("outline_mc", parentMC.getNextHighestDepth()); var outlineBmp = new BitmapData(glowFilterMC._width, glowFilterMC._height, true, 0x00); outlineMC.attachBitmap(outlineBmp, 1, "auto", true); outlineBmp.draw(glowFilterMC); // dispose of bitmap 1 and its holder glowBmp.dispose(); glowFilterMC.removeMovieClip(); Quite a few more lines of code than the original method, but hey.. it works. -Danro On Jul 8, 2006, at 10:21 PM, John Grden wrote: > Have you tried just applying the filter to the movieclip that the > bitmapdata > object is attached to rather than using applyFilter? > > On 7/8/06, Dan Rogers <[EMAIL PROTECTED]> wrote: >> >> Yesterday, I posted this topic regarding the inversion of a bitmap >> alpha channel, but the root of the problem is that I am trying to >> find a workaround for the GlowFilter knockout effect. >> >> For some reason, when I programatically apply a GlowFilter to a >> BitmapData object, and pass inner = false, with knockout = true, I >> get this bizarre zebra effect I've provided code and a link to a >> side by side comparison screenshot. >> >> Here is an example of the code I am using: >> >> var filter = new GlowFilter(0xFF, 1, 5, 5, 5, 1, false, true); >> myBitmap.applyFilter(myBitmap, myBitmap.rectangle, new Point(0, 0), >> filter); >> >> Following is a screen shot of the issue. The left side is the result >> when simply using the GlowFilter without passing inner or knockout, >> and the right side is the strange zebra effect I get when I use the >> above code. >> >> http://download.danro.net/flashcoders/glowfilter_bug.jpg >> >> Has anyone else dealt with this? >> >> -Danro >> >> >> On Jul 7, 2006, at 3:29 PM, Dan Rogers wrote: >> >> > Hi gang, >> > >> > I am trying to invert the alpha channel of a BitmapData object and >> > destructively apply it to another bitmap using copyPixels. Has >> > anyone inverted an alpha channel on a bitmap? I assume use >> > applyFilter with ColorMatrixFilter, but I am not very swift in >> > figuring out the correct color matrix settings to use. >> > >> > Thanks, >> > -Danro >> > ___ >> > Flashcoders@chattyfig.figleaf.com >> > To change your subscription options or search the archive: >> > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders >> > >> > Brought to you by Fig Leaf Software >> > Premier Authorized Adobe Consulting and Training >> > http://www.figleaf.com >> > http://training.figleaf.com >> >> ___ >> Flashcoders@chattyfig.figleaf.com >> To change your subscription options or search the archive: >> http://chattyfig.figleaf.com/mailman/listinfo/flashcoders >> >> Brought to you by Fig Leaf Software >> Premier Authorized Adobe Consulting and Training >> http://www.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] BitmapData GlowFilter "zebra" effect?
Thank you for the reply. I tested it using your suggestion, and it seems to behave properly if I use MovieClip.filters instead of using applyFilter. However, since I want the end result to be a bitmap (for animation purposes), I wrote a little workaround code... as follows: // draw bitmap 1 var glowFilterMC = parentMC.createEmptyMovieClip("glowfilter_mc", parentMC.getNextHighestDepth()); var glowBmp = new BitmapData(targetMC._width, targetMC._height, true, 0x00); glowFilterMC.attachBitmap(glowBmp, 1, "auto", true); glowBmp.draw(targetMC); // apply glow filter with knockout var filter = new GlowFilter(0xFF, 1, 5, 5, 5, 1, false, true); glowFilterMC.filters = [filter]; // draw bitmap 2 var outlineMC = parentMC.createEmptyMovieClip("outline_mc", parentMC.getNextHighestDepth()); var outlineBmp = new BitmapData(glowFilterMC._width, glowFilterMC._height, true, 0x00); outlineMC.attachBitmap(outlineBmp, 1, "auto", true); outlineBmp.draw(glowFilterMC); // dispose of bitmap 1 and its holder glowBmp.dispose(); glowFilterMC.removeMovieClip(); Quite a few more lines of code than the original method, but hey.. it works. -Danro On Jul 8, 2006, at 10:21 PM, John Grden wrote: Have you tried just applying the filter to the movieclip that the bitmapdata object is attached to rather than using applyFilter? On 7/8/06, Dan Rogers <[EMAIL PROTECTED]> wrote: Yesterday, I posted this topic regarding the inversion of a bitmap alpha channel, but the root of the problem is that I am trying to find a workaround for the GlowFilter knockout effect. For some reason, when I programatically apply a GlowFilter to a BitmapData object, and pass inner = false, with knockout = true, I get this bizarre zebra effect I've provided code and a link to a side by side comparison screenshot. Here is an example of the code I am using: var filter = new GlowFilter(0xFF, 1, 5, 5, 5, 1, false, true); myBitmap.applyFilter(myBitmap, myBitmap.rectangle, new Point(0, 0), filter); Following is a screen shot of the issue. The left side is the result when simply using the GlowFilter without passing inner or knockout, and the right side is the strange zebra effect I get when I use the above code. http://download.danro.net/flashcoders/glowfilter_bug.jpg Has anyone else dealt with this? -Danro On Jul 7, 2006, at 3:29 PM, Dan Rogers wrote: > Hi gang, > > I am trying to invert the alpha channel of a BitmapData object and > destructively apply it to another bitmap using copyPixels. Has > anyone inverted an alpha channel on a bitmap? I assume use > applyFilter with ColorMatrixFilter, but I am not very swift in > figuring out the correct color matrix settings to use. > > Thanks, > -Danro > ___ > Flashcoders@chattyfig.figleaf.com > To change your subscription options or search the archive: > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders > > Brought to you by Fig Leaf Software > Premier Authorized Adobe Consulting and Training > http://www.figleaf.com > http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] BitmapData GlowFilter "zebra" effect?
Yesterday, I posted this topic regarding the inversion of a bitmap alpha channel, but the root of the problem is that I am trying to find a workaround for the GlowFilter knockout effect. For some reason, when I programatically apply a GlowFilter to a BitmapData object, and pass inner = false, with knockout = true, I get this bizarre zebra effect I've provided code and a link to a side by side comparison screenshot. Here is an example of the code I am using: var filter = new GlowFilter(0xFF, 1, 5, 5, 5, 1, false, true); myBitmap.applyFilter(myBitmap, myBitmap.rectangle, new Point(0, 0), filter); Following is a screen shot of the issue. The left side is the result when simply using the GlowFilter without passing inner or knockout, and the right side is the strange zebra effect I get when I use the above code. http://download.danro.net/flashcoders/glowfilter_bug.jpg Has anyone else dealt with this? -Danro On Jul 7, 2006, at 3:29 PM, Dan Rogers wrote: Hi gang, I am trying to invert the alpha channel of a BitmapData object and destructively apply it to another bitmap using copyPixels. Has anyone inverted an alpha channel on a bitmap? I assume use applyFilter with ColorMatrixFilter, but I am not very swift in figuring out the correct color matrix settings to use. Thanks, -Danro ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] BitmapData invert alpha channel
Hi gang, I am trying to invert the alpha channel of a BitmapData object and destructively apply it to another bitmap using copyPixels. Has anyone inverted an alpha channel on a bitmap? I assume use applyFilter with ColorMatrixFilter, but I am not very swift in figuring out the correct color matrix settings to use. Thanks, -Danro ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] FLV or MP3 stops during tween
For the record... I think I finally figured out what the problem was with my FLV. It turns out to have less to do with Tweening functions and more to do with the fact that the NetStream class hates to be instantiated into a local variable. As a reference for anyone having trouble with NetStream, FLV and AS2, just remember a couple things: 1) NetConnection and NetStream instances should be stored as movieclip or object properties, not local variables. 2) If you instantiate NetConnection and NetStream in an AS2 class, make sure the class is not instantiated into a local variable, either. This behavior seems strange to me, and I'm not sure if it's already a known bug. If anyone can shed any further light on this topic, it would be appreciated :) -Dan On Jun 29, 2006, at 7:52 PM, Dan Rogers wrote: Hi there, first time on the list... I am working on a pretty intensive flash UI, which makes use of onEnterFrame events, Tween class animations, etc... and whenever I try to stream in an FLV or MP3, the playback completely stops after about 5-10 seconds. I can usually make it stop by rolling my mouse over a movieclip that uses a Tween to do an alpha fade. Has anyone had any experience troubleshooting this? I'm using Flash 8 and AS2... and am completely stumped at this point. I've tried both the mx.transitions.Tween and the ZigoTween engine, and they both bring the FLV to a halt. Thanks. -Dan ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] FLV or MP3 stops during tween
Hi there, first time on the list... I am working on a pretty intensive flash UI, which makes use of onEnterFrame events, Tween class animations, etc... and whenever I try to stream in an FLV or MP3, the playback completely stops after about 5-10 seconds. I can usually make it stop by rolling my mouse over a movieclip that uses a Tween to do an alpha fade. Has anyone had any experience troubleshooting this? I'm using Flash 8 and AS2... and am completely stumped at this point. I've tried both the mx.transitions.Tween and the ZigoTween engine, and they both bring the FLV to a halt. Thanks. -Dan ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com