FLASH BITMAP BACKGROUND ? HELP

  • Kwamey
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  • Born
  • Kwamey
  • Posts: 1
  • Loc: San Francisco

Post 3+ Months Ago

I'm trying to publish a Flash animation full window. I have a bitmap texture filled shape as a background, scaled to %100 of the stage. Does anyone knows how to scale the shape without touching the bitmap, means that the bitmap texture would be repeated with no scale, while the shape filled would autoscale to 100% of the window. Thanks
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  • spyyder
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  • Newbie
  • spyyder
  • Posts: 8
  • Loc: United Kingdom

Post 3+ Months Ago

I don't think this can be done. Sorry. For repeating you have to use duplicate & masking (to show only part of the bitmap) option - the hard way (although you probably knew how to do this anyway).

However... why dont u just set the background on the html file and have the flash blend in to it?
  • psynegy
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  • psynegy
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Post 3+ Months Ago

Flash is not like HTML/CSS, a background will not repeat.
  • IceCold
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  • Loc: Ro

Post 3+ Months Ago

u can do it programmaticaly:
step 1: place your bitmap texture filled shape in the library and export it for actionscript (right click on it-> linkage -> write an export name: "bgtexture" )
then, in first or second frame of the timeline, add this code:
Code: [ Select ]
this.createEmptyMovieClip("backgroundMC", 0);
iIndex = 0;
xTexture = 0;
yTexture = 0;
for (;;)
{
var crtTexture = backgroundMC.attachMovie("bgtexture" + iIndex, "bgtexture", iIndex);

crtTexture._x = xTexture;
crtTexture._y = yTexture;
xTexture += crtTexture._width;
if (xTexture >= Stage.width)
{
   yTexture += crtTexture._height;
   if (yTexture >= Stage.height)
   {
      break;
   }
}
iIndex ++;
}
  1. this.createEmptyMovieClip("backgroundMC", 0);
  2. iIndex = 0;
  3. xTexture = 0;
  4. yTexture = 0;
  5. for (;;)
  6. {
  7. var crtTexture = backgroundMC.attachMovie("bgtexture" + iIndex, "bgtexture", iIndex);
  8. crtTexture._x = xTexture;
  9. crtTexture._y = yTexture;
  10. xTexture += crtTexture._width;
  11. if (xTexture >= Stage.width)
  12. {
  13.    yTexture += crtTexture._height;
  14.    if (yTexture >= Stage.height)
  15.    {
  16.       break;
  17.    }
  18. }
  19. iIndex ++;
  20. }

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