The technique of Chroma Key , namely, the replacement of a particular color with another (or a different source), the last decade has exploded once again with considerable handedness, thanks to the increasingly widespread technology present in the film and in the processing of digital images.
Category 'Actionscript 3.0'
How to apply the technique of chroma key in Adobe Flash
Adobe Flash CS4: Creating an Ajax Loader or Activity Indicator
Create an Ajax Loader (or Activity indicator for those who are accustomed to using the Apple iPhone) to the Web is not a difficult thing: there are services that generate animated gif images of all kinds. However, the GIF format has the big disadvantage of not supporting the transparency as it should. The transparency in GIF current involves only one bit plane with the result that we do not have a uniform background color, image edges are noticeably wide and fragmented.
Actionscript 3.0 for beginners: lesson # 5
Who started to develop code with scripting languages such as Javascript or Actionscript the same, you may not know at all the concept of the given type. With some high-level languages, in fact, you are used to - at best - to declare variables without giving a specific data type, not counting those languages that do not require any statement (such as PHP - not in strict version 5 ).
Very short trick: ADDED_TO_STAGE
per capire quando il nostro MovieClip è disegnato effettivamente sulla stage: As we have seen several times in the constructor of a class that extends a MovieClip it may be necessary to add the event ADDED_TO_STAGE to understand when our MovieClip is actually drawn on the Stage:
Very short trick: addEventListener () AS3, a handler more events
In Actionscript 3.0 you must use addEventListener() to intercept any event:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 | / ** * Given a MovieClip mc, setting events and handlers * / ( MouseEvent . CLICK , on_click ) ; mc. addEventListener ( MouseEvent . CLICK, on_click); ( MouseEvent . ROLL_OVER , on_roll_over ) ; mc. addEventListener ( MouseEvent . ROLL_OVER, on_roll_over); ( MouseEvent . ROLL_OUT , on_roll_out ) ; mc. addEventListener ( MouseEvent . ROLL_OUT, on_roll_out); / ** * Functions hander for the above events * / e : MouseEvent ) : void { on_click function (e: MouseEvent ): void { / / Click } e : MouseEvent ) : void { on_roll_over function (e: MouseEvent ): void { / / Roll over } e : MouseEvent ) : void { on_roll_out function (e: MouseEvent ): void { / / Roll out } |
Adobe AIR APIs and Feedburner: reloaded
I take inspiration by the excellent tutorial Napolux , Flex 3 and Adobe AIR APIs Feedburner , which shows how to write a simple application (or widget) Adobe AIR using Flex 3, to show how to accomplish the same thing using Adobe Flash CS3. If you wish, also, you can take advantage of the extension for creating Adobe AIR applications. It is not necessary for the purposes of this tutorial, compile your AIR application as an executable, you can use the code proposed as a simple Flash movie "affix" to your Web pages
Actionscript 3.0 for beginners: lesson # 4
We continue our example code TicTacToe (found in full on Google Code ) and begin to analyze it in detail.
Import definitions
With Actionscript 3.0 was done a great job of cleaning and accommodation nell'alberatura classes (contained in the packets, package ) used during development. In other programming languages, such as C for example, when you want to use a feature must explicitly "import" in the code. This operation of "import" is required to allow the compiler to have all the codes and definitions related to the features we want to use. ; Actionscript 3.0 mette a disposizione l'istruzione include che è identica all' #include del C/C++. In Actionscript 3.0, however, the statement import should not be confused with the equivalent C / C + + #include ; Actionscript 3.0 provides education include which is identical to ' #include the C / C + +. The latter, in fact, "include" the actual code which, if used or not, is compiled into the executable final. Education import is of the highest standard and is more "intelligent" at compile time. It is used primarily for access classes without specifying their full name. In alre words instead of using the forms of the type:
1 |
Very short trick: for loops faster in Actionscript
In Actionscript cycles for it is good to use them with care. For example, it is good to use variable uint when you can:
You can also use the - not always known - shape:
Actionscript 3.0: MovieClip MovieClip over
Just a developer Flash / Actionscript is preparing to write a function similar to a tooltip, clashes immediately with the problem of the propagation of events between MovieClip superimposed. In fact if a MovieClip (B) overlaps to a MovieClip (A) which responds, for example, to an event MouseEvent.Mouse_OVER , passing with the mouse on the MovieClip (B) higher no event will more intercepted by MovieClip (A):

Actionscript 3.0 for beginners: lesson # 3
We continue the analysis of the example of the game Tic Tac Toe, presented in Actionscript 3.0 for beginners: lesson # 2 . We came to the function that creates the grid of play:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 | / ** * Design graphically the grid (3x3) to video * * @ Param void * @ Return void * @ Private * / createGrid ( ) : void { createGrid private function (): void { / / Temporary pointer to a MovieClip object / / Note: here you could also use a Sprite / / But in this case I need to be able to extend the object / / Adding some personal proproetà. The Sprite / / Is a sealed class and therefore not extensible runtime, while / / The MovieClip class is a dynamic class and then makes / / We can add runtime property MovieClip , i : uint = 0 ; var tm: MovieClip , i: uint = 0; / / Add in a 3x3 pattern of the MovieClip ; i < 9 ; i ++ ) { for (; i <9; i + +) { ( ) ; tm = new MovieClip (); tm ) ; addChild (tm); = OFFSETX + ( ( i % 3 ) * ( PLAYER_WIDTH + PLAYER_OFFSET ) ) tm. OFFSETx = x + ((i% 3) * (+ PLAYER_WIDTH PLAYER_OFFSET)) = OFFSETY + Math . floor ( i / 3 ) * ( PLAYER_HEIGHT + PLAYER_OFFSET ) tm. OFFSETY + y = Math . floor (i / 3) * (+ PLAYER_HEIGHT PLAYER_OFFSET) tm. _index = i; 0 ) ; drawPlayer (tm, 0); } / / Draw 2 lines and 2 horizontal veriticali this . graphics ) { with (this. graphics) { 6 , 0x666666 ) ; lineStyle (6, 0x666666); OFFSETX , OFFSETY + ( PLAYER_HEIGHT + 15 ) ) ; moveTo (OFFSETx, OFFSETY + (PLAYER_HEIGHT + 15)); OFFSETX + ( ( PLAYER_WIDTH + 20 ) * 3 ) , OFFSETY + ( PLAYER_HEIGHT + 15 ) ) ; lineTo (offsetX + ((PLAYER_WIDTH + 20) * 3) + OFFSETY (PLAYER_HEIGHT + 15)); OFFSETX , OFFSETY + ( PLAYER_HEIGHT + 20 ) * 2 ) ; moveTo (OFFSETx, OFFSETY + (PLAYER_HEIGHT + 20) * 2); OFFSETX + ( ( PLAYER_WIDTH + 20 ) * 3 ) , OFFSETY + ( PLAYER_HEIGHT + 20 ) * 2 ) ; lineTo (offsetX + ((PLAYER_WIDTH + 20) * 3) + OFFSETY (PLAYER_HEIGHT + 20) * 2); OFFSETX + ( PLAYER_WIDTH + 15 ) , OFFSETY ) ; moveTo (OffsetX + (PLAYER_WIDTH + 15), OFFSETY); OFFSETX + ( PLAYER_WIDTH + 15 ) , OFFSETY + ( ( PLAYER_HEIGHT + 20 ) * 3 ) ) ; lineTo (offsetX + (PLAYER_WIDTH + 15), OFFSETY + ((PLAYER_HEIGHT + 20) * 3)); OFFSETX + ( PLAYER_WIDTH + 20 ) * 2 , OFFSETY ) ; moveTo (offsetX + (PLAYER_WIDTH + 20) * 2, OFFSETY); OFFSETX + ( PLAYER_WIDTH + 20 ) * 2 , OFFSETY + ( ( PLAYER_HEIGHT + 20 ) * 3 ) ) ; lineTo (offsetX + (PLAYER_WIDTH + 20) * 2, OFFSETY + ((PLAYER_HEIGHT + 20) * 3)); } } |






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