ActionScript 3.0 :: Adding A Bitmap File?
Jan 28, 2010I have this AS3
Code:
var buttonWidth:Number = 60;
var background:Shape = new Shape();
[code]....
I have this AS3
Code:
var buttonWidth:Number = 60;
var background:Shape = new Shape();
[code]....
I have a bitmap in the library (logo.png) and would like to set it as child elements of my holder movieclip.
View 2 RepliesI have a bitmap in the library that is exported for actionscript (pricingQuote)
var testy:Bitmap= new pricingQuote(100, 100);
addChild(testy);
without the two variabes I get Argument count mismatch on pricingQuote(). Expected 2, got 0.with them I getType Coercion failed: cannot convert pricingQuote@413d63a1 to flash.display.Bitmap.All I want to do is add the bitmap at it's actual size. Do I really need the size parameters.
I have an issue with Bitmap object. I have a photo gallery which I read from an XML file. Each photo has a path, id and description. When I'm adding the picture to the screen I am doing as follows:
[Code]...
My problem is that when I click the bitmap added to the container I must know what picture this is by getting an id. This way I know what gallery I am to open. A bitmap object does not have this property to be set (id and path). I have decided to create a class which extends Bitmap and then add these attributes within this class. So instead of using a bitmap I would use something like:
[Code]...
I have an movieclip on stage, and its' instance name is called "mc_mask".In my actionscript, I will create a bitmap that will be added to stage with addChild(). How do I add the bitmap behide the mc_mask?
View 8 RepliesAs the heading dictates, i want to place bitmap files on the faces of the 3D object that i have created.Basically i found this tutorial code on a 3D rotating cube that is able to be rotated by the mouse. I have modified it to change its shape from a cube to a 'plane' or rectangular style object.
Code:
var vertsArray:Array = [];
var facesArray:Array = [];
[code].....
I'm new to as3 and programming and I'm trying to add a bitmap to a movie clip in code.However, I'm having trouble getting the bitmap location to go where I want it because it's inside the movieclip and it just shows up at 0,0 of the movieclip instead of the coordinates I want it to be: Here's some of code so you can see what I mean:
imageBitmapData3 = new Lander(63, 53);
_player = new Bitmap(imageBitmapData3);
_gameLevel.addChild(_player);
[code].......
I'm new to as3 and programming and I'm trying to add a bitmap to a movie clip in codeHowever, I'm having trouble getting the bitmap location to go where I want it because it's inside the movieclip and it just shows up at 0,0 of the movieclip instead of the coordinates I want it to be: Here's some of code so you can see what I mean:
imageBitmapData3 = new Lander(63, 53);
_player = new Bitmap(imageBitmapData3);
_gameLevel.addChild(_player);
[code].....
I will try to be as clear as I can. I have an existing swf file that I want to add Play,Pause, FF and Rewind via an externally loaded swf file that has the controls contained in it.I am loading an external swf file that has all of the controls on it via this code:
// Set up the Mouse to use a listener
var mouseListener = new Object();
Mouse.addListener(mouseListener);
[code].....
I have an existing swf file that I want to add Play,Pause, FF and Rewind via an externally loaded swf file that has the controls contained in it.
I am loading an external swf file that has all of the controls on it via this code:
// Set up the Mouse to use a listener
var mouseListener = new Object();
Mouse.addListener(mouseListener);
[Code]....
I am doing this so I can rollover the viewing window and have it appear. I cannot get any code to work to control the timeline (which is broken down into sections with individual MC's in each section.
What I am looking for is the code to apply to the buttons on the external swf file that has the controls to control the playing of the movie.
using actionscript 3, how can I extract the bitmap from a .ico file? ( preferably in .png format )
View 1 RepliesHow would I go about changing the lines below to importing an SWF file instead of a JPG?[code]...
View 2 RepliesI have an xml file that includes image paths.I'd like to read that image path from the xml and display theimage (a jpg or gif) on the stage.However, when I trace image_path from my xml file, the resultseems to knock off the "http:" part of the node.Also, when I load the image, the loader ends up being null(maybe this is because I didn't set up an event handler for it).
View 1 RepliesI have an xml file that includes image paths.
I'd like to read that image path from the xml and display the image (a jpg or gif) on the stage.
However, when I trace image_path from my xml file, the result seems to knock off the "http:" part of the node.
Also, when I load the image, the loader ends up being null (maybe this is because I didn't set up an event handler for it).
The bitmap resource, It's usually make the bitmap generate the SWF file ,and use Loader class to load into the application. I search some answers from google, find two ways to generate SWF File, one. use mxmlc tool. and another, use jsfl. I know we can embed the bitmap or swf file into As code. and use mxmlc command like this: the as file is Vip.as , and the code :
package
{
public class Vip
{
[Code]....
I don't know how to use mxmlc generate swf file . And no error when debug the code.
Another way is that use JSFL to generate SWF in flash cs5, But I don't know how to use this. Ah, very pain.
I have a jpeg that I have imported into my library and placed a movieclip instance of it on the stage.How can I retrieve the source file name (test.jpg) in AS3?The following gets me the as3 automatically assigned instance name "instance152" can I get the .jpeg file name that it references?
trace(MovieClip(mc).getChildAt(0).name)
I want to convert bitmap data to an image file like jpg or png file in AS3.
View 1 RepliesHow to minimize the file size of a bitmap in flash/actionscript.
View 1 RepliesIn Flash, the BitmapData object can be used to store bitmaps in RAM, you can later draw them to a MovieClip using the beginBitmapFill() method.
How do you load an external bitmap file (.jpg) into a BitmapData object?
I imported a image file to my library and exported it for Actionscript. Which it created a new class that extends the bitmapdata class. Do I create an instance of that data and pass it to a sprite and add the sprite to the stage so I can display the image when I compile the file into a swf? Ive tried that and get an error saying that I need two arguments. I guess im just not sure what to do with the bitmapdata class.
View 1 RepliesI'm cutting my teeth in actionscript 3 on a game that has a character running through a world. So, I have set up my Hit Testing by using the bitmap data hit test method, since I figured my world is going to be destructible - it'd be nice to update the level and then redraw it and have the character interact with the new change. (That works beautifully) I am however; a bit confused as to how I have my hit Testing set up. I've been messing around with it, and it works for now - but I'm not sure why.. currently, I have a character set up by using a class I built and using a series of animations I created. So, this character has a walking and falling animation, etc. This is a movie clip.
Then there's a bitmap 'emptyBitmap' with bitmap data created - however; I never really added this as a child to the character. This is sized to the dimensions of my character. My level is created as a movielip, then it's drawn to a bitmap - when the level movieclip is changed, the bitmap redraws, and that's how this updates.
[Code]....
I know the topic of "duplicating" movieclips is a hot issue with the new virtual machine. Luckily, I understand the implications. I only am [currently] interested in duplicating a Bitmap. See, I load an image from an URL using 'flash.display.Loader.load', which is a non-blocking operation in Flash Player.However,I may use multiple copies of the loaded image (which is reported to be a Bitmap, naturally) in the display list at the same time.Hence, I naturally do not want to load the image from an URL every time, because I don't want to wait for a non-blocking call to complete. Nor do I need to - I mean one copy is already loaded, so it should be possible to just "duplicate" it, right?
My idea is to do use the bitmapData property of a Bitmap and pass it to the constructor of a new Bitmap object. I have not tried the following in action, but I want to hear whether any of you did and if the following would not work, what would:
Code:
var original_bitmap: Bitmap;
var copy_of_original_bitmap: Bitmap = new Bitmap(original_bitmap.bitmapData);
LiveDocs mention that the BitmapData being passed to a Bitmap constructor is "being referenced", which to me might suggest it cannot be used twice? There is also the BitmapData::clone() method, which I am not sure is applicable here or not.I know this is a lot of talk instead of just trying this out, but I test so much Flash Player code daily just to see "what works" (which should be documented instead by Adobe),
If I have a BitmapData that's already been drawn onto a Sprite. Is there a way to redraw the BitmapData onto a Sprites Graphics object without having to invoke beginBitmapFill and passing in the same BitmapData?
View 1 RepliesI'm working on a game, and to keep performance good, instead of addChild'ing 50 new sprites to the stage every second, I decided to have each player draw to their own bitmap, and then to the 'master' bitmap. This introduces an issue though: the second player would override all data the first player has put into to bitmap...My basic debugging proof of concept:
Code:
// bitmap test
import flash.display.Bitmap;
import flash.display.Bitmap;[code]......
I need to create some sort of video-editor for dummies, which has to generate a video file as output.The editor has to load a movie-file scale and rotate it to a certain degree, and generate a composite video of a background bitmap and the rotated and placed video.The frontend will be done in Flash/AS3 and has to use some background tools for processing the video.Can I use FFmpeg to generate such a composite? Or is there any other good background task available?
View 1 RepliesI was creating a program and now i need to send a bitmap data and ssome text fields information to a php file in my site, how can i do that?
View 2 RepliesI have a bitmap which has several frames (packed along the horizontal axis). In order to render them I copy it to the backbuffer (larger bitmap) as follows:
Actionscript Code:
public override function copyToBackBuffer(db:BitmapData):void{ if (active) var drawRect:Rectangle = new Rectangle((currentFrame-1) * frameWidth, 0, frameWidth,
[code].....
In pure AS3, I have a pixelbender and a large bitmap. The pixelbender is configurable with a distance parameter to affect only a small area of the bitmap. The problem is that the pixelbender is executing over the whole bitmap. What would be the best way to update only the effected region of the bitmap? Given this config:
[Code]...
Is there a way to write a bitmap font right into the bitmap being desplayed? Mabey better worded: myBitmap.draw(image, t) draws a picture is there a way to draw text? I'm stuck even if its just a work around in some way I would like to know... (the current work around i have in my head is writing it in a movieclip turning that into bitmap data and drawing it... esentially creating a prototype answering my question... but a built in way would be easier probably).
View 2 RepliesIn AS3, I am loading a png from a zip file (nochump's zip library through ByteArray to Loader). The png can be up to 45k pixels wide but only 120 tall. This creates a problem in flash, as images can only be ~8000 pixels wide. A possible solution would be to split the images into 6 columns somehow. This would probably need to be done in the ByteArray state, because the limitation is in Bitmap and Loader.
View 2 Replies