Calling sprites from texture atlas without using starling in action script 3 - actionscript-3

Is there anyway to use a texture atlas without using starling framework in flash?
Everywhere i looked for related tutorials it's all about starling framework. I suppose there must be a way to embed the texture atlas without using starling.
The starling movie clip is a bit different from actionscript3 movie clip, so that's where i'm having problems.

Related

easeljs Movieclip vs Sprite

i am new to easel js. When we convert a flash/AS3 project to an HTML5Canvas project using adobe flash cc, the animations and movieclips will become easeljs Movieclip. But in easeljs we can use Sprite to show animation. But using movieclip is easy since flash will generate it.
My question is whether is there any benefit of using easeljs Sprite instead of easeljs Movieclip in terms of performance?
Sprite and MovieClip are totally different in EaselJS.
In Flash, MovieClips extend Sprites, so they have similar functionality.
In EaselJS, a Sprite displays frames of a SpriteSheet, and a MovieClip is a content Container, which understands the concepts of frames, including timelines and frame actions.
MovieClips are generally only used with Flash CC output, although you can make them manually. Ideally, Flash could export Sprites and SpriteSheets as well when it makes sense - however because of the nature of Flash timeline animations, this would be incredibly difficult to determine when and how to export Sprites/SpriteSheets vs MovieClips.
Strictly speaking on performance, Sprites should be better performing because they use a single (or a few) bitmap(s) for all frames, which gets GPU benefits. Multiple, large images (which happens with different sprites, or just single sprites with lots of large frames that span across images) can actually cause performance issues when the GPU switches textures.
There is also a SpriteSheetBuilder class (and example) that you can refer to, which takes Flash CC output, and generates a run-time SpriteSheet, giving you the performance benefits of Sprites, with the complex vector/image output of Flash CC.
Hope that clears things up somewhat.

Can I use the effects made in Adobe After Effects in the game developed with Adobe Flash Pro and ActionScript 3? If so how?

I am developing a 2D game using Adobe Flash Pro CS 6 and ActionScript3. I am having some trouble in developing some effects e. g. bomb blast, particle effects etc. I want to know, whether I can use After Effects for those and then use them the game. Please suggest me.
There's no problem of using any graphics data from any program in Flash as long as flash can support the file format.
In case of After Effects graphics, you'll probably have to export them as a PNG file sequence, so they'll most probably be pretty large in file size.
To import:
You can either make a movie clip and just import the first image of a sequence with CRTL/CMD + R and Flash with be "smart" enough to suggest to load the other files of that sequence.
If you want, you can load them during run-time, add them to the array/vector, create a Bitmap object and change it's bitmapData property on enter frame/timer to animate it.
If you are decided on using the actual After Effects graphics rather than emulating them using an Actionscript 3 particle effect, I'd actually recommend exporting them as video on an alpha channel and then converting that to flv and then hosting them individually and streaming them in via Netstream and placing them on the proper layer via an addchild. If bandwidth isn't a huge concern here, this would be a good method for achieving this effect.
Here is some documentation on Netstream. http://help.adobe.com/en_US/as3/dev/WS5b3ccc516d4fbf351e63e3d118a9b90204-7d4e.html
If this seems like it might achieve the desired result, I can explain further if needed.

Overlay flash displayobject on Starling Stage3D

I'm using Starling to build a space shooter game in ActionScript, and I'd like to draw simple lasers using the normal graphics primitives that Flash provides.
How can I set the translation matrix for Flash to be the same as for any given Starling DisplayObject?
transform.matrix = starlingDO.getTransformationMatrix(starlingDO.root);
comes close, but it seems it does not take into account viewport scaling of Starling.
Have you tried using the Starling Graphics Extension here https://github.com/StarlingGraphics/Starling-Extension-Graphics ?
It's easy to use and you don't have to use native Flash display objects.

OSMF Widget based on MXML and AS3

I have been searching several days for an example of how to make a OSMF Widget writing some code with MXML (At least the layout code) and some code in AS3.
It is my first time working with this tech.
I have wrote some Widgets for OSMF in AS3, but now I have a design (Write in MXML) which I need to draw in the OSMF ChromeApplication.
I have been reading some OSMF source code and it seems that ChromeApplication extends Sprite, so my problem can be reduced to draw a MXML in a Sprite.
So my questions are:
Is it possible to create a MXML element with AS3 code and add it to a Sprite?
If it is possible, how do I do that?
If not, What is the best aproach to have some MXML Classes inside OSMF?
Use UIComponent and s:VideoPlayer for OSMF integration as noted in the above comments.

AS3 3D Tween not working

I have an animation that is created in flash, I have used the 3d tween changing many angles and rotations over 60 frames
playing this animation works fine by its self, The "snowy Screen is the 3d tween"Below is the object rotating
When I load this SWF into another Main SWF the 3d tween is ignored.Below
is the problem
Im hoping some one can explain if this is a glitch of some sort..
I have exported into different flash versions and have created different loader classes to try and find a solution.
Thanks
I have encountered this before and it killed me. If you load one 3D tween into a different SWF the parent SWF will control the perspective (there can only be one perspective per SWF at least as of Flash 10 player). You will need to set the perspective values identically in both the loaded SWF and the parent SWF. This one aspect of Flash 3D turned me off so much I do not use the feature at all anymore. This even goes for different assets dynamically parented together.