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Flash Platform * Manual bitmap caching. Use the BitmapData class to create custom bitmap caching behavior. The following example reuses a single rasterized bitmap version of a display object and references the same BitmapData object. When scaling each display object, the original BitmapData object in memory is not updated and is not redrawn. This approach saves CPU resources and makes applications run faster. When scaling the display object, the contained bitmap is stretched. Here is the updated BitmapApple class: The alpha value is still modified on each frame.

Import org.bytearray.bitmap.BitmapApple; const MAX_NUM:int = 100; var holder:Sprite = new Sprite(); addChild(holder); var holderVector:Vector. This technique uses only a small amount of memory, because only a single cached bitmap is used in memory and shared by all the BitmapApple instances. For a smooth final bitmap, set the smoothing property to true: Adjusting the Stage quality can also improve performance.

Loading images and Library assets with ActionScript 3. While the previous example is simple and functional (and you can continue to create new Loader object instances each time you add an external image), there are other, more robust strategies you can use. Creating Loader objects that are more flexible and efficient requires a thorough understanding of the loading process. Within the Loader object instance, the bitmap data from the referenced image is placed within a Bitmap object. Loader objects load images as bitmap data, but then place the data in a Bitmap object (again, a Bitmap object references a BitmapData object).

The Bitmap object instance is the content (child) of the Loader object instance. The Loader is now the primary display object for the image data. Note: Properties like width and height are not accessible for the loaded image, or the loader that is loading the image, until the flash.display.LoaderInfo.init event is dispatched. This example simply makes one call to the external image. Example. Grant Skinner - FOTB2011. Epicycloid Again. Tutorial: AS3. The basics of tile sheet animation (or blitting). | 8bitrocket. In this article we will discuss the anatomy of a basic AS3 Flash blit operation, which is useful for rendering game graphics at high speeds. The information in this tutorial can be applied to almost any 2d development language that allows the use of bitmaps and transparency to render a game screen (Java, Objective C, etc).

We will also do a little history lesson on Sprites and Bit Block Transfer, but not enough to bore you too much. First, why use tile sheets and blitting to animating in the first place? Flash has always given budding game developers an easy method to do animation. The basics #1: What exactly is a tile sheet anyway? In the above image, I have turned on the grid lines so you can see how the individual helicopter images in Ari Feldman's Heli.bmp file can be separated into individual tiles.

A tile sheet can be any image and the tiles can be anywhere on the sheet. What is this blitting thing you are always blathering on about? Huh? What about Flash? Confused? Flash CS5 Tutorial on Actionscript 3 Touch Events for Mobile or Touch-Enabled Devices « CartoonSmart.com Blog. Is everyone liking this new once a day release of videos? Here’s one more on Touch events with Actionscript 3. The code will work for Flash Player 10.1 or for apps exported to the iOs line (iPhone or iPad) or apps made for Android. I say that without actually testing it on an Android device, but so far so good with the iPhone.

Btw, when this series of videos is finished, I’ll add them to this course…. cartoonsmart.com/​ultimate_actionscript3.php5 For now though, source files can be found at cartoonsmart.com/​vimeo/​Touch_examples.zip Also I just came across this new story about Google showing off a smoother-running version of Android on a tablet. Like this: Like Loading... Text Fields and Formats. By Blue_Chi | Flash CS3 | ActionScript 3.0 | Beginner This tutorial will teach you the basics for dealing with text and text formatting in ActionScript 3.0. You should be able to create a text field, change its color and attributes, position it, and use a specific font for your text field by the end of this tutorial.

We will use the TextField Class and the TextFormat Class to carry out these taks. This is a very basic tutorial that will only require you to know the fundamentals of AS3 Variables and the Display List. This tutorial is divided into the following sections: Basic Usage of the TextField Class. Basic Usage of the TextField Class Start off by creating a new Flash file, right-click the only frame you have on the timeline and select Actions to open up the Actions Panel. Creating a text field is similar to the creation of an instance of any other class in AS3. Var myText:TextField = new TextField(); You can learn more about AS3 Variables by reviewing our tutorial on this topic. ActionScript 1:1 with Doug Winnie - Fundamentals of functions (episode 8)

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Another translator has already started to translate this episode. Thanks for Participating! This episode has been assigned to you and you can expect an e-mail shortly containing all the information you need to get started. About This Episode Doug Winnie provides an introduction to functions and explains how to efficiently use them in ActionScript by grouping commonly used tasks together as a named function.