A radiation filter can be applied to a transparent object?

Hi guys, once again...

I have this green rectangle with the following properties:

targetc. Width = 142;

targetc. Height = 144;

targetc.x = 273;

targetc.y = 218;

targetc.Alpha = 1000;

targetc.antiAliasType = AntiAliasType.ADVANCED;

and I also have the letter C that is bright and must be placed in the rectangle:

function dragC(event:MouseEvent):void {}

stage.removeEventListener (Event.ENTER_FRAME, stage_onEnterFrame);

var item: MovieClip = letritaC (event.target);

item.startDrag ();

var topPos:uint = this.numChildren - 1;

this.setChildIndex (item, topPos);

}

function cRelease(event:MouseEvent):void {}

var item: MovieClip = letritaC (event.target);

item.stopDrag ();

If (targetc.hitTestPoint (item.x, item.y)) {}

Item.x = targetc.x;

Item.y = targetc.y;

} else {}

Item.x = 273;

Item.y = (stage.stageHeight - 100);

}

}

Now, according to the alpha property (if I'm right), the rectangle is not visible on the screen due to its transparency... how I can do light, seeing only the glow, so I know where I put the letter C?

Thank you very much!

what you're trying to do by assigning an alpha = 1000?

all that is supposed to do, it won't work.

the next problem is, what you call a green rectangle must be a textfield.  What is everything?

but to allow a glow on an object you don't want visible (that is to say, only the light will be visible), you assign a filter radiation including the knockout property enabled.

Tags: Adobe Animate

Similar Questions

  • I need help with a radiation filter

    Hi guys,.

    I have a screen with a background and five different letter (objects) on it.

    I need these letters (C, O, etc) to be turned on in and out all the time, because they will be "interactive"... objects

    Now, apply the filter to make them glow, is easy... but how do I get it out and in (as when you play bejeweled and you don t know what to do and the game gives you a clue)

    I'd appreciate any help on this.

    Thank you very much

    Keep a radiation persistent for each filter (or re-using foreach) is a good idea. Here is a complete example, you can paste it into a new--> Document AS3 in Flash to show you how to use the Tween class integrated events:

    import flash.filters.GlowFilter;

    Import fl.transitions.Tween;

    Import fl.transitions.easing.Regular;

    Import fl.transitions.TweenEvent;

    import flash.text.TextField;

    import flash.text.TextFormat;

    import flash.text.AntiAliasType;

    Place the TextField to glow

    var letters_txt:TextField = new TextField();

    letters_txt. Width = 200;

    letters_txt. Height = 75;

    letters_txt.x = letters_txt.y = 100;

    letters_txt.antiAliasType = AntiAliasType.ADVANCED;

    letters_txt. Text = "GLOW."

    letters_txt.setTextFormat (new TextFormat("Arial",50,0x0,true));

    addChild (letters_txt);

    object to store the values of interpolation

    var glowProperties:Object = new Object();

    glowProperties.strength = 2;

    glowProperties.blurRadius = 20;

    glowProperties.alpha = 1;

    glowProperties.position = 100; only one percent, from 0 to 100

    Add a glow

    letters_txt.filters = [new GlowFilter(0xFF0000,1,20,20,2,1,false,false)];

    more than 2 seconds to animate the 'position' property in the

    object glowProperties from 100 to 0, then yoyo

    var myTween:Tween = new Tween (glowProperties, "position", Regular.easeInOut, 0, 100, 1, true);

    each change, handle it myself

    myTween.addEventListener (TweenEvent.MOTION_CHANGE, onTweenChange);

    end of the tween, the inversion and continue

    myTween.addEventListener (TweenEvent.MOTION_FINISH, onTweenFinish);

    manage the update properties based on position (0-100)

    function onTweenChange(e:TweenEvent):void

    {

    Calc percent of the effect to apply

    var pct:Number = glowProperties.position / 100;

    multiply the values of each property once the percentage of position

    var str:Number = glowProperties.strength * pct;

    var rad:Number = glowProperties.blurRadius * pct;

    var al: Number = glowProperties.alpha * pct;

    reapply the filter

    letters_txt.filters = [new GlowFilter (0xFF0000, al, rad, rad, str, 1, false, false)];

    }

    reverse and try again

    function onTweenFinish(e:TweenEvent):void

    {

    myTween.yoyo ();

    myTween.start ();

    }

    Here, I use an object to track the properties I am interested in the animation. Animate a property of this object, the 'position' property She is animated between 0 and 100, more than a second. I am attentive to the TweenEvent.MOTION_CHANGE so I can use the percentage position. I simply multiply each adjustment of the effect of this percentage to change the effect over time.

    When the Tween is finished TweenEvent.MOTION_FINISH triggers and I run the yoyo() function to reverse the change in the 'position' property so it goes back from 0 to 100, making a back loop. 100-0, then 0-100, rinse repeat.

    This can certainly be optimized by directly assigning a GlowFilter itself which is applied to several objects rather than recreating a new GlowFilter each change. You get the general idea, however.

    TweenLite is useful here as well because it can change many properties at once instead of one as the built in Tween class. Simply run the finished, reverse() method then restart() interpolation. Here are a few examples start-up. Also, if you don't mind the stature, TweenMax has the same syntax but supports the properties of 'repeat' and 'yoyo' to make your glow all literally take one line of code.

    Example of TweenMax (with anon function though):

    import flash.filters.GlowFilter;

    import flash.text.TextField;

    import flash.text.TextFormat;

    import flash.text.AntiAliasType;

    import com.greensock.TweenMax;

    import com.greensock.easing.Quad;

    Place the TextField to glow

    var letters_txt:TextField = new TextField();

    letters_txt. Width = 200;

    letters_txt. Height = 75;

    letters_txt.x = letters_txt.y = 100;

    letters_txt.antiAliasType = AntiAliasType.ADVANCED;

    letters_txt. Text = "GLOW."

    letters_txt.setTextFormat (new TextFormat("Arial",50,0x0,true));

    addChild (letters_txt);

    generate the radiation filter, apply

    var glowF:GlowFilter = new GlowFilter(0xFF0000,1,20,20,2,1,false,false);

    letters_txt.filters = [glowF];

    animate with tweenmax

    TweenMax.to (glowF, 1, {alpha: 0})

    blurX:0,

    blurY:0,

    power: 0.

    Ease:quad.easeInOut,

    yoyo: true,

    repeat:-1.

    onUpdate:function (): void {letters_txt.filters = [glowF] ;}

    });

    On a modern computer ~ 5 years old or more recent it is extremely easy to do. If you're programming device you really want to consider a different approach (such as fade in a version already glowing text on the non-incandescent text to 'fake it').

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