Flash in Blue Mars
From Blue Mars Developer Guidebook
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Overview
Flash movies can be displayed in Blue Mars in a variety of ways:
- in the HUD
- on the FlashOverlay
- in an ARFlashObject
- as the texture of a Flash Material
Guides
To get started with the Flash Overlay, see the Flash Overlay Quick Start and the FlashOverlay reference.
To get started with the HUD, see the Basic HUD Example and also the Golf example and the HUD reference.
To create an ARFlashObject in the Editor, see ARFlashObject.
To assign a Flash texture to a material in the Material Editor, see Flash Material
Comparison
| HUD | Flash Overlay | ARFlashObject | Flash Material | |
|---|---|---|---|---|
| runs in the Editor | Yes | No | Yes | Yes |
| positioning | 2D coordinates (0-1) and docking/stretching | 2D coordinates (pixels) | entity position | entity position |
| Actionscript version | AS2 | AS2 and AS3 | AS2 and AS3 | AS2 |
| Flash sound | No | Yes | Yes | No |
| Key Input | HUD.HandleFlashKeys | Yes | No | No |
| Mouse Input | HUD.HandleFlashEvents | Yes | No | No |
| Actionscript calls Lua | fscommand | ExternalInterface | No | No |
| Actionscript called from Lua | HUD.InvokeFlashMethod | FlashOverlay.callMethod | No | Entity.MaterialFlashInvoke |
| Actionscript variables set from Lua | HUD.SetFlashVariable | No | No | No |
| Web access | No | Yes | Yes | No |
| transparency | HUD.SetFlashAlpha (0-1) adjusts background | FlashOverlay.setTransparency(0/1) keys on black | No | background |
| click-through | HUD.MaskFlashEvents | No | No | No |

