I'm trying to make my images look awesome in AS3. I want to create the effect of the "moving background". For instance, my image is 200 x 200 and my mask is 200 x 40. When I hover, I want the background to move and the mask to stay put.
Since AS3 doesn't have an inverted mask option, I figured out I had to work with BlendMode and add the mask to my parent layer. Here is where the problem comes in I think. If I want to change the mask's Y-position (which I can't be开发者_开发百科cause masks dont have MouseEvents enabled), its all or nothing. Either the whole image comes down (including the mask), or nothing happens.
Here is some of my code, and I really do hope someone knows how to fix this rather easy looking problem. Ugh! (I have a custom ImageLoader class thats responsible for loading images)
var imageLoader:ImageLoader = new ImageLoader();
imageLoader.url = "image.jpg";
imageLoader.blendMode = BlendMode.LAYER;
imageLoader.addEventListener(ImageLoader.IMAGE_LOADED, imageLoadedHandler);
var maskContainer:Sprite = new Sprite();
with (maskContainer.graphics) {
beginFill(0x000000);
drawRect(0, 0, 200, 40);
endFill();
}
maskContainer.blendMode = BlendMode.ERASE;
private function imageLoadedHandler(e:Event):void {
// Ofcourse, here is where the problem starts.
// I HAVE to addChild the mask to the imageLoader, so everything comes down/up.
addChild(imageLoader);
imageLoader.addEventListener(MouseEvent.ROLL_OVER, rollOverHandler);
imageLoader.addChild(maskContainer);
}
private function rollOverHandler(e:MouseEvent):void {
imageLoader.removeEventListener(MouseEvent.ROLL_OVER, rollOverHandler);
imageLoader.addEventListener(MouseEvent.MOUSE_MOVE, mouseMoveHandler);
}
private function mouseMoveHandler(e:MouseEvent):void{
trace("move");
imageLoader.y = e.currentTarget.mouseY;
}
Thanks in advance.
I think I get the problem you're having.
The issue is that you are assigning things to the imageLoader
, instead add an imageHolder Sprite
then instead of moving the sprite you can move the bitmap.
I just did this quickly in Flash, and added IMG
into the library, but you can substitute a placeholder+loader, which is ideal anyway, because you can have a placeholder that says "loading" since you are loading stuff dynamically.
var imageHolder:Sprite = new Sprite();
addChild(imageHolder);
var bmp:Bitmap = new Bitmap(new IMG);
imageHolder.addChild(bmp);
var maskContainer:Sprite = new Sprite();
with (maskContainer.graphics) {
beginFill(0x000000);
drawRect(0, 0, 200, 40);
endFill();
}
imageHolder.mask = maskContainer;
imageHolder.addEventListener(MouseEvent.ROLL_OVER, rollOverHandler);
function rollOverHandler(e:MouseEvent):void {
imageHolder.removeEventListener(MouseEvent.ROLL_OVER, rollOverHandler);
imageHolder.addEventListener(MouseEvent.MOUSE_MOVE, mouseMoveHandler);
}
function mouseMoveHandler(e:MouseEvent):void{
trace("move");
bmp.y = -e.currentTarget.mouseY;
}
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