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Blood Placement


hi all,

im making a shoot-em-up and i was just wondering whether you can put a patch of blood on the bit of the body that you shoot at or do you have to have blood in the same place each time.

thx bye




FlashKit > Flash Help > Flash General Help
Posted on: 06-01-2005, 03:28 AM


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Blood
I have a question..

Probably is this not really hard to do, but anyway..

http://www.thebloodbrothers.com

If you look at this site, when you roll over for example a textfield the background gets in the background so you can read the text... still its not a buttonlayer on the top because you can still mark the text, so there is not a invisible button layer..

do you got any idea how they did that?

/andreas

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Been a while since I posted. Here's a little script I've been working on. It's a handy little effect. here's the code, paste on frame 1.

////////////VARIABLES//
density = 35; //Density, default 35
speedA = 2.8; //Speed of low points, default 2.8
speedB = 3.6; //Speed of high points, default 3.6
speedZ = 200; // Time until it stops, default 250
thewidth = 250; //Width of file, default 250
trans = 50; //Alpha, default 50
fade = true; //Fade when stopped, default true
//
//////////////DO NOT MODIFY BELOW//
_root.createEmptyMovieClip("blankz", 0);
theY = new Array();
why = new Array();
blankz.onEnterFrame = function() {
speedZ--;
if (speedZ >= 0) {
blankz.clear();
speedP = speedA * (speedZ / 100);
if (speedP > .1) {
for (i = 0; i < density; i++) {
theY[i] += (Math.random() * speedP);
}
}
speedQ = speedB * (speedZ / 100);
for (i = 0; i < density; i++) {
why[i] += (Math.random() * speedQ);
}
with (blankz) {
beginFill(0xFF0000, trans);
lineStyle(0, 0xFF0000, trans);
moveTo(0, why[5]);
yPoint = _root.thewidth / density;
curvePoint = yPoint / 2;
change = yPoint;
for (i = 0; i < density; i++) {
curveTo(curvePoint, theY[i], yPoint, why[i]);
curvePoint += change;
yPoint += change;
}
lineTo(_root.thewidth, -100);
lineTo(0, -100);
endFill();
}
}
if (speedZ <= 0 && fade && _root.blankz._alpha > 0) {
_root.blankz._alpha -= 1;
}
};

Feel free to use the code

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2)It slows the animation down, as it keeps having to redraw the frames with the blood in.

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Your help would be appriciated!!!

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it's a dynamic textbox, and I've given it an instancename (mytextinstance) and a variable name (mytextvariable)

now I'm duplicating the movieclip and placing a different bit of text in each clip, or at least thats the theory....

myclip1.mytextbox.text = "think nice thoughts";

doesn't seem to work, neither does

myclip1.mytextbox = "type using fists";
myclip1.mytextbox.mytextinstance = "consider career change";

or

myclip1.mytextbox.mytextvariable = "drink whiskey and weep";

what am I doing wrong? please help.

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Hi, I have created a small animation much like a psycho movie.

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cheers

lee

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I know this is kind of extreem but I was wondering if you could help me. I was looking for a screen shot of blood cells shooting past the screen. Just simple cells with the plasma all around it. I just wanted to know if there was a kind of technique that I should use to approach this. Any help would be appriciated. Thanks.

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P.S The logo so far has been attached, please refer to this in making the code .

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I know this is kind of extreem but I was wondering if you could help me. I was looking for a screen shot of blood cells shooting past the screen. Just simple cells with the plasma all around it. I just wanted to know if there was a kind of technique that I should use to approach this. Any help would be appriciated. Thanks.

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Hi pals! :-D

Hey I'm trying to make these dots float on this wave script I found. If I can get them too then I'm going to turn them into ships! i also put two buttons in there that increase and decrease the wave height. Eventually I wanna make the ships be drag n drop able or shoot cannons at each other or something. Here is what I got so far.


Code:
kNbrControlPoints = 20;
kStartX = 0;
kEndX = Stage.width;
kBottomY = Stage.height;
kWaterLevel = Stage.height/2;
kWaveHeight = random(30);
kWaveSpeed = .001;

_root.onEnterFrame = function()
{
this.clear();
this.beginFill(0x480000, 100);
this.moveTo(kStartX, kBottomY);
for (x = 0; x < kNbrControlPoints; ++x)
{
var r = x/(kNbrControlPoints-1);
px = kStartX + r*(kEndX-kStartX);
py = kWaterLevel + kWaveHeight*Math.sin(r*Math.PI*1.1 + getTimer()*kWaveSpeed);
this.lineTo(px,py);
}
this.lineTo(kEndX, kBottomY);
this.lineTo(kStartX, kBottomY);
this.endFill();
_root.ship0._y = kWaterLevel + kWaveHeight*Math.sin(r*Math.PI*1.1 + getTimer()*kWaveSpeed + _root.ship0._x);
_root.ship1._y = kWaterLevel + kWaveHeight*Math.sin(r*Math.PI*1.1 + getTimer()*kWaveSpeed + _root.ship1._x);
}
Here's a link to the file: http://www.threebrain.com/bs/wave_sample.fla

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I was planning on playing around with the BitmapData object during christmas time (snow) to familiarize myself with its awesomeness, but I got impatient and decided to do dripping blood for halloween.

The way it will work is I am going to compile this effect into a transparent windowless movie, and run it inside of a div tag that completely covers a webpage. The desired effect will be blood dripping over the usual website's content.

Here's the source, feel free to use or improve upon. I'm sure there are performance improvements that can be made. It fades to a sort of gray before it disappears, and I would have liked a browner black, but eh, close enough.

BloodEffect.as

Code:
package
{
import flash.display.*;
import flash.events.*;
import flash.utils.*;
import flash.geom.*;
import flash.filters.ColorMatrixFilter;

public class BloodEffect extends Sprite
{
private var timer:Timer;
private var fadeTimer:Timer;
private var drops:Array;
private var bmd:BitmapData;
private var bitmap:Bitmap;
private var dropPath:Sprite;
private var fadeColorMatrix:ColorMatrixFilter;
private var clearBmd:BitmapData;
private var clearBitmap:Bitmap;

public function BloodEffect()
{
// define the fading color matrix - reduce Red, subtract Alpha
var matrix:Array = new Array();
matrix = matrix.concat([.96, 0, 0, 0, 0]);
matrix = matrix.concat([0, 1, 0, 0, 0]);
matrix = matrix.concat([0, 0, 1, 0, 0]);
matrix = matrix.concat([0, 0, 0, 1, -5]);

fadeColorMatrix = new ColorMatrixFilter(matrix);

// init the droplets
drops = new Array();

for (var i:Number = 0; i < 10; i++)
{
var s:Sprite = new Sprite();
drops.push(s);
}

// create the BitmapData and Bitmap objects - made for 1280x1024 res
bmd = new BitmapData(1280, 1024, true, 0x000000);
bitmap = new Bitmap(bmd);
addChild(bitmap);

addEventListener(Event.ADDED_TO_STAGE, addedToStage);
}

public function addedToStage(e:Event):void
{
// draw the droplet path graphic
dropPath = new Sprite();
dropPath.graphics.beginFill(0xAA0000, 0.4)
dropPath.graphics.drawCircle(0, 0, 5);
dropPath.graphics.endFill();
dropPath.graphics.beginFill(0xFFFFFF, .8);
dropPath.graphics.drawCircle(-2, 0, 1.5);

// draw blood droplets
for each (var s:Sprite in drops)
{
s.graphics.beginFill(0xAA0000);
s.graphics.drawCircle(0, 0, 7);
s.graphics.endFill();
s.graphics.beginFill(0xAA0000);
s.graphics.moveTo(-7, 0);
s.graphics.curveTo(-8, -8, -4, -16);
s.graphics.curveTo(0, -20, 4, -16);
s.graphics.curveTo(8, -8, 7, 0);
s.graphics.endFill();

var flare:Sprite = new Sprite();
flare.graphics.beginGradientFill(GradientType.RADIAL, [0xCC0000, 0xCC0000], [1, 0], [0, 15]);
flare.x = -3;
flare.y = -4;
flare.graphics.drawCircle(0, 0, 8);
flare.graphics.endFill();
s.addChild(flare);

s.x = stage.stageWidth * Math.random();
s.y = -80 * Math.random();
addChild(s);
}

// init motion timer - fired every 50ms
timer = new Timer(50);
timer.addEventListener(TimerEvent.TIMER, onTick);
timer.start();

// init fade timer - fired every 1000ms
fadeTimer = new Timer(1000);
fadeTimer.addEventListener(TimerEvent.TIMER, onFadeTick);
fadeTimer.start();
}

public function onTick(e:TimerEvent):void
{
for each (var s:Sprite in drops)
{
// move the droplet down 2px
s.y += 2;

// copy the path graphic to the BitmapData
bmd.draw(dropPath, s.transform.matrix);

// send the droplet back to the top if its off the screen
if (s.y > stage.stageHeight + 30)
{
s.x = stage.stageWidth * Math.random();
s.y = -80 * Math.random();
}
}
}

public function onFadeTick(e:TimerEvent):void
{
// apply the color matrix filter
bmd.applyFilter(bmd, new Rectangle(0, 0, 1280, 1024), new Point(0, 0), fadeColorMatrix);
}
}
}

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Hey!

I´ve got a question.. how do I make blood, dripp/flowing down a wall and perhaps leave trails behind it, the dripping should look as realistic as possible, a singel drop flowing down leaving a trail is enough for me, I don´t need a river..

is there a way to script it so my wall can bleed from several wounds and the drops are flowing down in random ways, leaving trail, making the drop smaller and smaller until its nothing left from my drop?

(i wan´t my wall to bleed..)

thanx in advance!

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Hello.

I have a quick question. Let's say i have a menu set up, kind of like this one:
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EX
|-----| |-----------------|
| | | |
| | | |
| | | |
| | | |
| | | |
|-----| |-----------------|
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==========

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-------

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ypos = 0;
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