Hi,
Whenever I issue a command addChild(bitmap) the new image is being
merged with the existing one. How do I make sure the new image is added
as a separate display object? This is true for both, bitmap shape
data.
I think this has something to do with the BitmapData class.
Thanks,
Petro
James Tann
Are you sure about this? I have been using bitmaps extensively in the
project im working on and have had no issues like this. What is the
structure of children like?
Sprite -
- Bitmap
- Bitmap
I would have to see some code to help out.
Jim
Hi James,
This is
Simon
In your script below you add 2 bitmaps to a Sprite and want to use
mouse
stuff on the bitmap, I guess that that won't work because they are not
of
type interactiveObject I guess that creating a sprite, add the
bitmap
to
the sprite, add the listeners to the sprite, and add the sprite
Keith Salisbury
Slightly confused
I have a super class:
package com.ktec.timeline
{
protected var labelClass:String = default;
public class AbstractMarker {
public function AbstractMarker ()
{
labelClass = default;
}
public function showTitle
Brandon Barkley
Also not an AS3 expert, but I think Danny is wrong. The super function
is necessary to call the parent constructor.
Hi Brandon,
I'm afraid u r wrong. Just try it out, the constructor IS being called
once u extend the class.
Cheers,
Petro
Claudio M. E. Bastos Iorio
Hi guys, I hope you can help me on this.
I need to add an upload file control inside a flash form, like the
one
in
html. I'm working with php and MySql in the backend. But I don't
really
know
how to add such a feature in flash. Any help/links examples will be
much
Hi,
Do additional addChild(hw) in your .fla file. Also, the
DisplayObjectContainer isn't needed.
Cheers,
Petro
-Original Message-
From: [EMAIL PROTECTED] [mailto:flashcoders-
[EMAIL PROTECTED] On Behalf Of Merrill, Jason
Sent: Thursday, March 22, 2007 3:09 PM
To:
ilteris kaplan
Hello flashcoders,
Once again, And after this I am not going to bother you for a while,
I am trying to do basic colorTransform in as3. I am following docs
from different places and the way I set i up is below: Unfortunately,
I am missing something here. I would appreciate any
ilteris kaplan
Thanks Petro. It's interesting that if I set the this line
_sprite.graphics.beginFill(0xFF); it doesn't work but if I set it
like _sprite.graphics.beginFill(0xAABBCC); it works. Does anyone has
any idea why?
Hi ilteris,
Hmm, this looks fairly weird, though there is a
Hi,
Though it's way too late to post this kind of message since Flash CS3 is
pretty much out but anyways. Try to initialize this chunk of code in the
alpha preview:
package {
import flash.display.Sprite;
import mx.controls.TextInput;
public class Test
Hi,
Not sure what you are after, but you might try something like this:
import flash.display.*;
var lista:Array = new Array(1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16);
for (i = 0; i lista.length; i++) {
var vSprite:Sprite = new Sprite();
vSprite.graphics.lineStyle();
Hi,
Which version of Flash are you using? I tried this on Flash CS3 and it
worked out seamlessly.
package {
import flash.display.Sprite;
import flash.system.Capabilities;
public class Test extends Sprite {
public function Test() {
}
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