Is there a way to add a blur filter to a linestyle? Such as
var myBlurFilter:BlurFilter = new BlurFilter();
something.graphics.linestyle().filters = {myBlurFilter};
obviously this would not work, but is there a way to make it work? Perhaps a different method.
Filters is a property of DisplayObject. Hence you should add the filter to your something object. Which means you should separate the line with the blur in different object and add filter to it, leaving other graphic not blurred :)
Cheers!
Related
I want to mask the png image pattern.png with another image - mask.png, but it doesn't work at all and I can't find the reason. Instead of masking the image, the mask just disappears and the pattern stays the same as it was.
I tried making a MovieClip, drawing e.g. a circle and using that as the mask instead of mask.png and it works just fine. Is it because you can't use loader objects as masks? How do I make it work?
edit: After changing the size of mask.png to be smaller than the pattern, I've realized that it actually does kind of work, but what happens is instead of cutting the pattern into the shape I've drawn in the png file it just cuts it into the shape of the entire file, as in, it counts the rectangular transparent background as well. How can I make it cut out just the shape?
var mask:Loader = new Loader();
mask.load(new URLRequest("mask.png"));
var pattern:Loader = new Loader();
pattern.load(new URLRequest("pattern.png"));
pattern.contentLoaderInfo.addEventListener(Event.COMPLETE, loadComplete);
function loadComplete(e:Event):void {
addChild(pattern);
addChild(mask);
pattern.mask = mask;
}
Your code is looks correctly. The mask property of DisplayObject wants DisplayObject too. But try to make few things, to find the trouble:
You have only one listener, to pattern.png. But you must be sure, that mask.png has loaded already too.
Despite that Loader is DisplayObject too - try to get content from loader for mask, and just after that try to use it.
*Ah, and one more thing. You must at first add listener, and only later try to load.
I am attempting to apply a mask to all objects on the stage except for a couple. There are a lot of different objects, and the amount of them will change in the future, so I want the masking to be done dynamically.
I wrote this code:
var i;
for (i = 0; i < this.numChildren; i++) {
if (this.getChildAt(i).name!="stage_kelp_bg" && this.getChildAt(i).name!="magnifier_mask") {
this.getChildAt(i).mask = this.magnifier_mask;
}
}
The above code is inside the document class's constructor method. Simply stating something like:
this.stage_kelp.mask = this.magnifier_mask;
works flawlessly, but only for that one object. Any idea what's wrong?
No errors are thrown, the objects just simply don't get masked.
Further research shows me that I cannot apply 1 mask to multiple objects. I have to have a mask for each object, or put all the objects into one container and mask that container.
Apparently you can use a layer to mask multiple objects on the timeline, but you can't do it programmatically without adding all the objects to one container. Unfortunately I can't do this without re-coding the entire application, so I will be using the timeline to mask things.
I would suggest you to better move all the movieclips to be masked in a single movieclip. This would be easier, if it's feasible in your case.
How about for each
for (var mc:movieClicp in this){
mc.mask=mask_}
Im trying to create a 'neon glow effect thru a combination of both BlendModes and glow filter
Problem is, they seem to cancel each other out if applied together...not having any luch doing this dynamically.
Can anyone help?
You could try something like:
Apply BlendMode to your graphic
Use BitmapData, and draw() your graphic so you get a new bitmap representation of it (pretty much what applying a blendmode or a filter will do anyway)
Apply your Filter to this new Bitmap
???
Profit
I have added some backgrounds on stage and then on top of that adding another background and all these are movieclips.
At some time i have to remove the backgrounds and then it should be added but here problem am facing is the background become coming front.
so is there any function like send to back or bring to frond based on the movie clip names.
You want to experiment with :
setChildIndex(object, z-value)
This set the depth of the object on the stage.
swapChildren (object1, object2)
This exchange the position of two objects on the stage.
setChildIndex
swapChildren
swapChildrenAt
addChildAt
Use addChildAt(index);
http://www.adobe.com/livedocs/flash/9.0/ActionScriptLangRefV3/flash/display/DisplayObjectContainer.html#addChildAt()
Pretty basic question here, but its still got me a little confused..
I have an object(navigation menu bar) that I want to change the colors on with code, so in an updateColor function, I get the bounds of the object (which is a drawing shape contained in a movieclip) and redraw a new shape on top of it with the new color, but I've noticed that the last shape still exists behind this redraw.
I tried using obj.graphics.clear(); before the redraw but that didn't get rid of the original shape. Is there another command that I'm overlooking?
Unless you drew the object you wish to remove within the same graphics object, clearing won't work. You need to remove the DisplayObject.
Depending on the number of children you can do:
obj.removeChildAt(0);
This also removes movieclips / buttons you placed on the stage manually.
If you have a reference to the DisplayObject you wish to remove you can simply do
obj.removeChild(backgroundClip);
Note that you can also change the color of a DisplayObject directly:
import flash.geom.ColorTransform;
...
public var test:MovieClip; //instance on stage
...
var cf:ColorTransform = test.transform.colorTransform;
cf.color = 0xff0000;
test.transform.colorTransform = cf;
while(this.numChildren)
{
this.removeChildAt(0);
}
Will clear child object on this MovieClip,
if it's clearing too much, then put the shape drawing in a subclip, and clear the subclip.