flash 8 to flash 6

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  • Dno

    Afternoon!

    I am in the process of trying to work out if it is possible to adapt some flash 8 script to play in flash 6 player.

    Does anyone know how I can tweak this AS?

    import flash.display.BitmapData;
    import flash.geom.Matrix;

    _quality = "BEST";
    var hsize = 500;
    var vsize = 500;
    var diag:Number = Math.sqrt(2*hsize*hsize)*0.62;
    var map:BitmapData = new BitmapData(hsize, vsize, true, 0x00000000);
    var mapHolder:MovieClip = createEmptyMovieClip("mapHolder... 1);
    var code:MovieClip;
    mapHolder.attachBitmap(map, 0);
    var image:BitmapData = BitmapData.loadBitmap("image");
    var stampImage:BitmapData = new BitmapData(image.width, image.height, false);
    stampImage.draw(image, new Matrix(0.5, 0, 0, 0.5, 0, 0), null, "normal", null, true);
    stampImage.draw(image, new Matrix(-0.5, 0, 0, 0.5, image.width, 0), null, "normal", null, true);
    stampImage.draw(image, new Matrix(0.5, 0, 0, -0.5, 0, image.height), null, "normal", null, true);
    stampImage.draw(image, new Matrix(-0.5, 0, 0, -0.5, image.width, image.height), null, "normal", null, true);
    image.dispose();

    var rotate1:Boolean = false;
    var rotate2:Boolean = false;
    var rotate3:Boolean = false;
    var flip:Boolean = true;
    var singleview:Boolean = true;
    var slice:MovieClip = createEmptyMovieClip("slice", 0);
    slice._visible = false;
    var slices:Number = 12;
    var angle = Math.PI/slices;
    var nudge = 0.009;
    var rotspeed1 = 0.007;
    var rotspeed2 = -0.003;
    var rotspeed3 = -0.005;
    var sclfact = 0;
    var rot:Number = 0;
    var r:Number = 0;
    var r2:Number = 0;
    var sh1:Number = 0;
    var sh2:Number = 0;
    var scl:Number = 1;
    var m:Matrix = new Matrix();
    Key.addListener(this);

    function onKeyDown() {
    switch (Key.getCode()) {
    case Key.UP :
    scl *= 1.03;
    break;
    case Key.DOWN :
    scl *= 0.96;
    break;
    case Key.LEFT :
    r -= 0.01;
    break;
    case Key.RIGHT :
    r += 0.01;
    break;
    case 187 :
    //+
    slices += 2;
    angle = Math.PI/slices;
    break;
    case 189 :
    //-
    if (slices>4) {
    slices -= 2;
    angle = Math.PI/slices;
    }
    break;
    case 49 :
    //1
    rotate1 = !rotate1;
    break;
    case 50 :
    //2
    rotate2 = !rotate2;
    break;
    case 51 :
    //3
    rotate3 = !rotate3;
    break;
    case 52 :
    //4
    flip = !flip;
    break;
    case 53 :
    //5
    sh1 += 0.04;
    break;
    case 54 :
    //6
    sh1 -= 0.04;
    break;
    case 55 :
    //7
    sh2 += 0.04;
    break;
    case 56 :
    //8
    sh2 -= 0.04;
    break;
    case 78 :
    //n
    sclfact += 0.01;
    break;
    case 77 :
    //m
    sclfact -= 0.01;
    break;
    case 48 :
    sclfact = 0;
    break;
    case 81 :
    //q
    rotspeed1 += 0.001;
    break;
    case 87 :
    //w
    rotspeed1 -= 0.001;
    break;
    case 65 :
    //a
    rotspeed2 += 0.001;
    break;
    case 89 :
    //q
    rotspeed3 += 0.001;
    break;
    case 88 :
    //w
    rotspeed3 -= 0.001;
    break;
    case 69 :
    rotspeed1 = 0;
    break;
    case 68 :
    rotspeed2 = 0;
    break;
    case 67 :
    rotspeed3 = 0;
    break;
    case 83 :
    //s
    rotspeed2 -= 0.001;
    break;
    }
    }

    function onEnterFrame() {
    if (rotate1) {
    r += rotspeed1;
    }
    if (rotate2) {
    r2 -= rotspeed2;
    }
    if (rotate3) {
    rot += rotspeed3;
    }
    for (var i = 0; i

  • tomkat0

    whoho.. slow there.. thats a lot of code..

    If I remember correctly, the Matrix commands are not supported in Flash6.

    then, no

  • mightyj0

    Matrix and BitmapData are only supported by flash 8. I suggest looking or posting at the flashcoders list. This code will have to be totally reengineered to get it close to what it does currently.

  • Dno0

    ...Sorry 'bout the code!

    what I am trying to achieve is a smooth kaleidescope effect using a bitmap image.

    Does anyone know of a good kaleidescope effect that will work in 6?