Effects thanks to Actionscript ?
Hi,
I would like to know how i could do the following effects
under Flash
CS3 and actionscript :
- dislocation
- desagregation (depixelization)
- create "text bubble" (like for a demo program where it is
told to user
what to do...like "click to the button")
- beam
- scanning (like a vertical bar is passing horizontally on my
stage and
behiond it is displaying a new picture/symbol)
thanks a lot for all help.
RAF
1. check the flash bitmapdata class.
2. check the flash bitmapdata class.
3. check the textfield class.
4. check the bitmapdata class or you could use dynamic
masking.
only 3. is an easy undertaking.
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I'm pretty sure there has to be a way to do this. I want an
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> Thank you so muck...honestly. I hate to ask for more
help,
> but i need to ask ONE more thing.
's okay. :)
> I got the movement working but the thing i need now is
for
> the puck to stay under the button when i mouse off.
Well ... okay, I looked at your code. Honestly, bro, it's a
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light1,
light2, light3, and so on (yours were a bit dissheveled).
An instance name is just a "handle" that lets ActionScript
"talk" to a
given object. That light exists as a single movie clip symbol
in your
Library, but you want to talk to each one individually, so
each one gets its
own instance name.
Do the same thing with your "net" instance (the tab/button
movie clips).
Rather than this ...
tellTarget(this._parent.light4) {
gotoandplay(this._currentframe+70);
... just refer to objects by instance name.
light1.gotoAndPlay();
Much cleaner code. Now, this isn't relevant in your case,
but if that
"light" symbol had another movie clip inside it, you could
give *that*
symbol an instance name, too. For example, you might name the
bulb "bulb".
If you needed to instruct that bulb movie clip, you could
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each instance of light like this ...
light1.bulb.gotoAndPlay();
light2.bulb.gotoAndPlay();
// etc.
It's just like folders and subfolders on your hard drive.
Next, you've GOT to make sure you use the correct case.
gotoandplay
doesn't exist in ActionScript, but gotoAndPlay does.
Thankfully, the
ActionScript 2.0 Language Reference is only a click away, and
besides,
script code changes color to indicate when you've spelled
something
correctly.
Next, while it's perfectly legal to use the on() event
handler, it's
also pretty old. It was deprecated as of Flash MX (aka Flash
6), so use the
approach I showed you in previous posts. Just use the clip's
instance name
and assign a function to its event.
You want those instances of "net" to respond to mouse
events. I gave
each movie clip an instance name ... mcHome, mcCalendar,
mcRecord, and so
on.
This allows you to neatly put all your code into frame 1 of
the main
timeline. No more hunting and pecking, having to click on
each movie clip
separately, etc.
mcHome.onRollOver = function() {
// instructions here
That also means you don't have to keep repeating the import
statements
for each button. It's just much cleaner and more efficient.
Give yourself
a Scripts layer dedicated to scripts only, and put all your
code there.
Just remove all the on() stuff.
Now here's the part that should make a halogen bulb go BOOM
in your
head. I'll repeat what you were asking:
> I got the movement working but the thing i need now is
for
> the puck to stay under the button when i mouse off.
Okay. That means you want the puck not to start from its
original
position every time. (In your Tween instantiation, you were
always starting
from 66.3 -- which of course means that's where the puck will
start from
every time.) So, how are you going to know where the puck is?
Well, the puck is a movie clip -- so look up the MovieClip
class. The
MovieClip class lists a bunch of properties, which refer to
characteristics
of the object at hand. In other words, the MovieClip class
TELLS YOU what
properties are available to any movie clip out there --
because classes
define objects, and this is a movie clip object.
So if you need to know where the puck is horizontally, look
up its
MovieClip._x property. Badda bing.
mcHome.onRollOver = function() {
new Tween(puck, "_x", Elastic.easeOut, puck._x, 58, .5,
true);
light1.gotoAndPlay(2);
That puts the current _x value of the puck instance as the
fourth
parameter of that Tween constructor. Make sense? Here's
working code for
your Flash banner ...
import mx.transitions.Tween;
import mx.transitions.easing.*;
mcHome.onRollOver = function() {
new Tween(puck, "_x", Elastic.easeOut, puck._x, 58, .5,
true);
light1.gotoAndPlay(2);
mcHome.onRollOut = function() {
light1.gotoAndPlay(this._currentframe + 70);
mcHome.onRelease = function() {
getURL("site.php?page=press&links=home");
mcCalendar.onRollOver = function() {
new Tween(puck, "_x", Elastic.easeOut, puck._x, 215, .5,
true);
light2.gotoAndPlay(2);
mcCalendar.onRollOut = function() {
light2.gotoAndPlay(this._currentframe + 70);
mcCalendar.onRelease = function() {
getURL("site.php?page=press&links=home");
mcRecord.onRollOver = function() {
new Tween(puck, "_x", Elastic.easeOut, puck._x, 373, .5,
true);
light3.gotoAndPlay(2);
mcRecord.onRollOut = function() {
light3.gotoAndPlay(this._currentframe + 70);
mcRecord.onRelease = function() {
getURL("site.php?page=press&links=home");
mcTitans.onRollOver = function() {
new Tween(puck, "_x", Elastic.easeOut, puck._x, 533, .5,
true);
light4.gotoAndPlay(2);
mcTitans.onRollOut = function() {
light4.gotoAndPlay(this._currentframe + 70);
mcTitans.onRelease = function() {
getURL("site.php?page=press&links=home");
mcPressBox.onRollOver = function() {
new Tween(puck, "_x", Elastic.easeOut, puck._x, 688, .5,
true);
light5.gotoAndPlay(2);
mcPressBox.onRollOut = function() {
light5.gotoAndPlay(this._currentframe + 70);
mcPressBox.onRelease = function() {
getURL("site.php?page=press&links=home");
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"net" movie clip
needs the relevant instance name, and that each instance of
the "light"
movie clip should be named as shown from left to right. NO
CODE exists as
attached to any movie clips. It's all in frame 1 of a new
layer named,
arbitrarily, scripts. The correct case is in use --
Elastic.easeOut, rather
than elastic.easeOut (or easeIn, whatever you prefer). And
make sure to
correc the getURL() parameter as needed.
> I owe you big time!
If you really feel that way, I do have an Amazon Wish List.
;) Write
me off line, if you're so inclined. I'll reply with your FLA.
You're under
NO obligation to buy me anything. I mean that. If the spirit
moves you, I
won't complain -- but write me so I know where to send you
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> Sorry for the vague info. I created a movie and I am
trying to add a text
> effect to the movie. The text effect contains an
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ACTIONSCRIPT 3 SIDE:
stop();
//START CAMERA FUNCTION
import com.adobe.images.JPGEncoder;
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import flash.display.BitmapData;
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//Frame choosing
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import flash.events.MouseEvent;
var addGreen1:Green1 = new Green1();
var addRed2:Red2 = new Red2();
var addYellow3:Yellow3 = new Yellow3();
var addBlue4:Blue4 = new Blue4();
var addOrange5:Orange5 = new Orange5();
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btn2.buttonMode=true;
btn3.buttonMode=true;
btn4.buttonMode=true;
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addGreen1.x= 0
addGreen1.y= 0
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addChild(addRed2);
addChild(addYellow3);
addChild(addBlue4);
addChild(addOrange5);
removeChild(addRed2);
removeChild(addYellow3);
removeChild(addBlue4);
removeChild(addOrange5);
btn2.addEventListener(MouseEvent.CLICK, btntwo);
function btntwo(event:MouseEvent):void {
addRed2.x= 0
addRed2.y= 0
addChild(addGreen1);
addChild(addRed2);
addChild(addYellow3);
addChild(addBlue4);
addChild(addOrange5);
removeChild(addGreen1);
removeChild(addYellow3);
removeChild(addBlue4);
removeChild(addOrange5);
btn3.addEventListener(MouseEvent.CLICK, btnthree);
function btnthree(event:MouseEvent):void {
addYellow3.x= 0
addYellow3.y= 0
addChild(addGreen1);
addChild(addRed2);
addChild(addYellow3);
addChild(addBlue4);
addChild(addOrange5);
removeChild(addGreen1);
removeChild(addRed2);
removeChild(addBlue4);
removeChild(addOrange5);
btn4.addEventListener(MouseEvent.CLICK, btnfour);
function btnfour(event:MouseEvent):void {
addBlue4.x= 0
addBlue4.y= 0
addChild(addGreen1);
addChild(addRed2);
addChild(addYellow3);
addChild(addBlue4);
addChild(addOrange5);
removeChild(addGreen1);
removeChild(addRed2);
removeChild(addYellow3);
removeChild(addOrange5);
btn5.addEventListener(MouseEvent.CLICK, btnfive);
function btnfive(event:MouseEvent):void {
addOrange5.x= 0
addOrange5.y= 0
addChild(addGreen1);
addChild(addRed2);
addChild(addYellow3);
addChild(addBlue4);
addChild(addOrange5);
removeChild(addGreen1);
removeChild(addRed2);
removeChild(addYellow3);
removeChild(addBlue4);
//button for user confirm the frame
btn_cframe.addEventListener(MouseEvent.CLICK, btn_cf)
function btn_cf(event:MouseEvent):void {
btn_cframe.gotoAndStop(2);
btn1.visible = false;
btn2.visible = false;
btn3.visible = false;
btn4.visible = false;
btn5.visible = false;
shotBtn.visible=true;
removeBtn.visible=true;
sendBtn.visible=true;
shotBtn.addEventListener(MouseEvent.CLICK, startCountdown);
//shot or remove button
shotBtn.visible=false;
removeBtn.visible=false;
sendBtn.visible=false;
shotBtn.buttonMode=true;
removeBtn.buttonMode=true;
sendBtn.buttonMode=true;
var timer1:Timer = new Timer(6000);
timer1.addEventListener(TimerEvent.TIMER, countdowntimer);
var addcd_number:Cd_number = new Cd_number();
shotBtn.addEventListener(MouseEvent.CLICK, startCountdown);
function startCountdown(event:MouseEvent) {
//trigger countdown graphic
addcd_number.x= 788;
addcd_number.y= 355;
addcd_number.gotoAndPlay(2);
addChild(addcd_number);
shotBtn.removeEventListener(MouseEvent.CLICK, startCountdown);
timer1.start();
function countdowntimer(e:Event){
timer1.stop();
removeBtn.addEventListener(MouseEvent.CLICK, removeSnapshot);
sendBtn.addEventListener(MouseEvent.CLICK, uploadImage);
removeChild(addcd_number);
bitmapData.draw(video);
imgBD = new BitmapData(1920,994);
imgBD.draw(stage);
imgBitmap = new Bitmap(imgBD);
addChild(imgBitmap);
function removeSnapshot(event:MouseEvent):void {
removeChild(imgBitmap);
shotBtn.addEventListener(MouseEvent.CLICK, startCountdown);
removeBtn.removeEventListener(MouseEvent.CLICK, removeSnapshot);
sendBtn.removeEventListener(MouseEvent.CLICK, uploadImage);
// for connect the php side
function uploadImage(e:MouseEvent):void {
var myEncoder:JPGEncoder = new JPGEncoder(100);
var byteArray:ByteArray = myEncoder.encode(bitmapData);
var header:URLRequestHeader = new URLRequestHeader("Content-type", "application/octet-stream");
var saveJPG:URLRequest = new URLRequest("post.php?photosNo=" + input_txt.text);
saveJPG.requestHeaders.push(header);
saveJPG.method = URLRequestMethod.POST;
saveJPG.data = byteArray;
var urlLoader:URLLoader = new URLLoader();
urlLoader.load(saveJPG);
navigateToURL(new URLRequest("http://www.google.com"),"_self");
PHP SIDE:
<?php
if(isset($GLOBALS["HTTP_RAW_POST_DATA"])){
$jpg = $GLOBALS["HTTP_RAW_POST_DATA"];
$photosNo = $_GET["photosNo"];
$filename = "images1/". mktime(). ".jpg";
if ($photosNo != 1 && $photosNo != 2 && $photosNo != 3 && $photosNo != 4 && $photosNo != 5) {
$photosNo = "watermark";
$overlaying = "images1/" . $photosNo .".png";
$icon = imagecreatefrompng($overlaying);
file_put_contents($filename, $jpg);
$src_img = imagecreatefromjpeg($filename);
imagecopy ($src_img,$icon,0,0,0,0,30,30);
imagejpeg($src_img, $filename);
imagedestroy($icon);
} else{
echo "Encoded JPEG information not received.";
$date = date("Ymd");
$sql = "INSERT INTO webcam_booth (picurl,date) VALUES('$filename','$date')";
if(!mysql_query($sql, $con)) {
die("ERROR!" . mysql_error());
} else {
header("Location:index.php");
?>
Thanks for your time !Hi Moccamaximum,
My bad, it is the first time I post some question about coding online, so I don't really know what kind of information should I provide beside the code and what I had met.
1. The "Photobooth program" I mentioned actually is use the Flash actionscript 3 to create the Flash program with photo shooting and frame choosing function, but not any existing program.
2. Can be consider a plugin as after I finish the Flash and PHP part, I will import it into HTML.
3. There's not any error in Flash, but the problem is, after I used the Flash to take the photo with webcam, it cannot upload into the folder which in the online server with PHP.
4. This is the first time I work with PHP, but I do a lot of research online and these are the main references I follow with:
http://tutorialzine.com/2011/04/jquery-webcam-photobooth/
http://vamapaull.com/photo-booth-flash-webcam-image-capture/
http://mattcrouch.net/blog/2011/03/making-a-flash-webcam-photobooth/
5. Yap, I used an online server to tested.
6. This one should be a basic php function, but I will double check about that.
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Any ideas how to achieve this effect?
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Hi
I've created some text on a layer, converted to movie clip and then tweened it in from the left. At the end I added a keyframe and then
created another layer using the same text for a second effect after the slide in from left has ended. I added this at the end of the slide in animation
I converted the text to a movie clip, double clicked to bring up the sub time line ( I want the effect to loop)
I now cannot see how to gain the effect I want.
Simply if I have the text
ABCB
I want the text to stretch into A B C D so that the letters stretch in both the x and y axis with the spaces increasing as well. Imagine the type on a balloon and then stretch the balloon.
Can anyone tell me how to get this effect
thanks
IanJust create a three-keyframed (not 3 framed) timeline tween using the movieclip of the text where you stretch the instance in the middle keyframe to whatever proportions you intend, just like it would happen on a balloon. At the last frame of it you tell it to go to the second frame of it.
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HT1918 please disable my credit card facility with immediate affect thanks
please disable all card payments with imediate effect thanks sean mc grath senior....
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To Contact iTunes Customer Service and request assistance
Use this Link > Apple Support iTunes Store Contact -
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