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Icecage

Blitmask and Dynamic Text

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Hi, how would I change a dynamic text after I use blitmask

 

blitMask = new BlitMask(this, x, y, width, blockHeight * 5, false, true, 0xFFFFFF, true);

 

I tried to:

 

blitMask.disableBitmapMode();
dynamicText.text = "BLABLA";
blitMask.enableBitmapMode();

 

 

blitMask.dispose();
dynamicText.text = "BLABLA";
blitMask = new BlitMask(this, x, y, width, blockHeight * 5, false, true, 0xFFFFFF, true);

 

but nothing works.

 

Any advice on how I can achieve this?

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Hi,

 

If you change the contents of the target of the BlitMas, you need BlitMask to take a new capture of the target. It sounds like you need to use the update() method and set the forceRecaptureBitmap

 

parameter to true like so:

 

blitmask.update(false, true);

 

let us know if that works for you.

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I followed your advice, set autoUpdate to false

 

blitMask = new BlitMask(this, x, y, width, blockHeight * 5, false, [b]false[/b], 0xFFFFFF, true);

 

And I put this in EnterFrame event:

 

blitmask.update(null, true);

the dynamic text still doesn't get updated

 

If this is relevant at all, I'm working on a scrolling calendar which followed this tutorial

I added a startDrag on the blitmask on mousedown event.

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Hi,

 

Please make sure you are embedding your fonts.

 

Below is a very simple example to illustrate dynamic text being updated :

 

 

import com.greensock.*;

var blitMask:BlitMask = new BlitMask(mc,0,0,250,200,true,true,0x000000,true);

TweenMax.to(mc, 2, {x:-750, repeat:-1, yoyo:true});


function updateText(){
mc.word_txt.text = "hello";
blitMask.update(null, true);
}


//update text after 2 seconds
TweenLite.delayedCall(2, updateText);

 

Flash CS5 fla and swf attached

blitmaskUpdateText.zip

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sorry I missed something on my code in my first reply

It actually worked after I added this line to enter frame event

blitMask.update(null, true);

 

Thanks a lot for your help, sorry for the troubles

Edited by Icecage
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You're very welcome. It was no trouble. Glad to hear you figured it out!

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