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Hacking Flash Use Complex Shapes as MasksFlash MX was the first version to support the ability to create a scripted mask, which is a mask applied dynamically at runtime with the MovieClip.setMask( ) method. Naturally, developers must be aware of how using scripted masks affects runtime performance. During the Flash MX beta, Macromedia released a version of the application that allowed any shape, however complex, to act as the mask but later had to withdraw this feature because of performance issues. One of the biggest dissidents over the "you can't use complex masks" limitation was Erik Natzke (http://www.natzke.com). Erik creates loads of head-turning (as well as page-turning) tricks that initially dumbfound everyone . It comes as no surprise that Erik uses a lot of masking in his work. This hack shows you how to get back the functionality of complex masks without compromising performance. It is loosely based on discussions between Macromedia engineers and beta testers during the Flash MX beta period. Using Complex MasksA Flash mask must be a solid shape. If Flash sees a complex shape such as a doughnut used as a mask, it will simplify the shape. You can see the problem by setting up this simple FLA. In a new movie, change the name of the first layer to background, and add two layers above it called maskLayer and actions, as shown in Figure 3-24.
On the background layer, create a filled
rectangle that covers the Stage. Give this rectangle a linear
gradient fill, as shown in Figure 3-25. Press F8 to
convert it to a movie clip symbol. Give it the symbol name
back in the Symbol Properties dialog box. Give
it an instance name of In the maskLayer layer, create a doughnut shape,
as shown in Figure 3-26. Press F8 to convert it to a
movie clip symbol. Name the symbol mask, and
give the clip an instance name of
Finally, attach the following script to frame 1 of the actions layer:
As an aside, smoothly dragging and dropping a clip is such a common task that you might also consider making it a class. Here's an example of a class that performs smooth dragging:
The availability of such a class would reduce our code to only a couple of lines:
We will, however, continue with the original, non-class-based version. Function dragDrop(
) allows you to click and drag
However, we actually see all portions of
Flash masks are limited by the need to have a continuous perimeter. By making a small gap in the doughnut, we can make our doughnut have one perimeter. The trouble is that cutting a gap will make our "O"-shaped doughnut look more like a "C." We need to make the gap so small that Flash ignores it when drawing the shape but large enough for Flash to treat the entire shape as if it possesses a single perimeter. The trick is to make the gap a hairline. Select the
Select the entire hairline. Use Modify→Shape→Convert Lines to Fills to turn the hairline into a shape. Notice that the thickness of the shape created is less than 1 pixel (it is 0.3 pixels on my machine). Delete the hairline shape. When Flash removes the shape, it leaves the doughnut with a 0.3-pixel gap. Zoomed in and viewed against the pixel grid, as shown in Figure 3-29, you can see that the gap is still less than 1 pixel.
This small gap means that, although Flash thinks we have now created a "C" with a single continuous perimeter, the vector renderer draws this shape as on "O" with no gap at all. Test the movie using Control→Test Movie. You will see one of two things. If you are lucky, you will see a doughnut-shaped mask without any gap, as seen in Figure 3-30. If you are not so lucky, you may see the hairline gap in the doughnut, shown on the left side of and greatly magnified on the right side of .
If you encounter the problem depicted in Figure 3-30, use the Subselection tool to make the gap a little smaller. Using Snap to Pixel sometimes helps; move the edge of the gap that is furthest away from a pixel snap line up to the snap. You should see a perfect doughnut mask, as shown in Figure 3-31. Zooming in might show the gap, but the renderer ignores the gap during redraws at normal magnification.
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