ActionScript 3.0 :: BitmapData Symbol's Natural Size?
Jun 24, 2010
I'm trying to find out how to instantiate a BitmapData symbol from my library, without manually coding in the height and width parameters.I have a bitmap in my library called myBitmap. To use it in a Flash file I have to "Export for Actionscript" under the class BitmapData. However, BitmapData's constructor needs the width and height parameters! Is there a way to avoid hardcoding values in like this:
Actionscript Code:
var theBitmap:Bitmap = new Bitmap(new myBitmap(19, 27));
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Dec 2, 2009
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Sep 28, 2009
I have an AS3 application where I used the bitmapdata with its copypixels to create a cropping effect on the imported image file (JPEG etc), now I am in need for exporting the resulting cropped data to image file suhc as JPEG, TIFF or any other format. I am actually transferring the content of bitmapdata containing the cropped image into movie MovieClip object therefore, exporting from movieclip containing the image data is another option.
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Sep 4, 2011
How to make the thumbnail a size of 84x84 pixel?
function createThumbs()
{
_myThumbData = new BitmapData(photodefault.width,photodefault.height,false,0xffffff);
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function createBitmap(bmd:BitmapData):Bitmap
[Code]...
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Nov 15, 2011
I am having an issue with compiling a .swf. I get the following error on what seems to be related to the images. There is about 40 that are all very similar the the error code listed below:
5000: The class 'com.decalmywall.Emb_EMB_BORDER' must subclass 'flash.display.BitmapData' since it is linked to a library symbol of that type.
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Oct 10, 2011
I need to do this conversion so that I can determin the drag drop colour a puck lands on.
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Sep 27, 2011
I am using the floodfill method to colour-in sections of a bitmap image. That part is easy enough but the issue comes in with the way I am adding an effect to the colour fill routine.
To add the effect, first a copy of the bitmap data is created and floodfill is used on that instead of the original bitmap. Then the bitmapdata.compare method is used to set the alpha value of everything apart from the filled-in section to 0 and the result is saved in another bitmapdata. After that, a 1 px radius circle sprite is added to the stage and is being tweened to the image dimensions and its mask is set to the sprite which contains the result of the compare operation.
This works perfectly except for the fact that the fill sprite has to be tweened to the complete image dimensions irrespective of how small the area is being coloured-in since I am not able to find a way to get the dimensions of the fill area. I am doing an bitmap image update at the end of the tween and I have to disable user interaction till the tween is complete to avoid the errors which come in if another fill-in operation is started before the base image has been updated. If I could somehow get the dimensions of the fill area then the time during which I have to disable the user interaction will go down considerably.
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Feb 16, 2009
how to get the exact geometric shape of a symbol I have in my .fla. I want to be able to map the symbol and I want to be able to change it's color.
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Nov 19, 2010
If I click on a symbol, go to the properties tab, click on the width textbox, type in 1000, hit enter, it then reports the width being 999.95. That's .05 pixels off from what I wanted.
I have snap to objects disabled. The symbol in question is a 1000x500 linear gradient rotated 90 degrees alone in it's own layer in a movie clip.
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Jan 15, 2004
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May 9, 2004
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Mar 16, 2009
I just pulled together a picture gallery, where the pictures simply scroll across the screen using arrows. I used the template from [URL] The problem is that when I added my own pictures, the graphic symbol was obviously a different size from the original template. So when the images scroll they should stop at a certain point as to not show any empty space. I changed the values that i guessed were the ones setting up where the graphic has to stop at, but it doesnt seem to be doing anything. The code below is the only script of any importance, at least that I know of. The other stuff just points to targets and gotoandplay stuff.
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Dec 14, 2004
I'm trying to make some butterflies move around on a mouse over. The catch? I'm trying to get random movement but not in straight lines, rather I need curves (or lots of very short lines) as butterflies are not on rails. My AS is pretty weak in this kind of area (or any area)
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Jan 31, 2007
I'm using Flash 8, with this code in the first frame:
import flash.display.BitmapData;
rissa._x=Stage.width/2;
rissa._y=Stage.height/2;[code].....
When I publish the file, I'm getting the following error message in the Output panel:
**Error** Scene=Scene 1, layer=Layer 2, frame=1:Line 7: The class or interface 'BitmapData.loadBitmap' could not be loaded.
var plaid:BitmapData.loadBitmap("plaid");
Total ActionScript Errors: 1 Reported Errors: 1
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Oct 14, 2009
I am trying to use the reflect class from "http://pixelfumes.blogspot.com/2007/03/reflection-class-v3-with-source .html" but I keep getting this error:
ArgumentError: Error #2015: Invalid BitmapData.
at flash.display::BitmapData()
at Reflect()
at Site_fla::GalleryPage_29/loadThumbs()
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[Code]...
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Dec 29, 2011
I've been using BitmapData.copyPixels() to draw graphics onto a canvas (Bitmap).I need to rotate the resulting graphics without the use of draw() because it's vastly slower.How can I rotate the target graphic? I'm assuming that there might be a formula or library that I can use which will first reorganize the pixels that make up a graphic based on an origin (point) and radians.I'm pretty certain that I'm not capable of creating such logic, so if there are any known libraries that do this, that would be awesome.I'd like to achieve something similar to XNA's SpriteBatch.Draw() method, which accepts rotation as its 5th argument.
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Sep 1, 2011
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Dec 14, 2004
I'm trying to make some butterflies move around on a mouse over. The catch? I'm trying to get random movement but not in straight lines, rather I need curves (or lots of very short lines) as butterflies are not on rails.
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Jul 15, 2009
I'm currently working on a flash game and I need to know how to addChild a BitmapData or draw a BitmapData to screen. If I can't than how can I give a DisplayObject my BitmapData?
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Dec 22, 2011
I've made a mobile version of my software, with low-res images and such, and I can now fully buffer all my content (including a 360 frame animation which is buffered to memory). Problem is, that everytime I update the view, more memory is used.When I write image = new BitmapData();, does it store the previously created BitmapData's in memory? Do I have to flush the memory somehow before I draw my second picture in BitmapData?Example:
ActionScript Code:
// In this example I draw using the same bitmapData several times, also
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[code].....
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Nov 22, 2011
I have a project in Flash Professional CS5 and ActionScript 3.
I have a movieclip symbol (referred herein as "background" with scripts on various keyframes inside of that symbol. I need to hide or show another symbol (referred herein as "object") sharing a stage with "background".
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Dec 25, 2004
what i want to do is, when certain button is clicked, replace a certain symbol(button) by another symbol(movieclip) stored in the library. i try things like loadmovie("","") to replace the symbol from a external jpg, but some how it does not align even both images are exact dimension. can i replace an image straight from the library?
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Jan 9, 2012
I am having an issue with using BitmapData.draw(stage). I am getting the following error:
SecurityError: Error #2123: Security sandbox violation: BitmapData.draw: file:///C|/Documents%20and%20Settings/bla...bla...bla.swf cannot access null. No policy files granted access. Here is a portion of my code:
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Aug 5, 2011
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Sep 3, 2010
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May 16, 2011
Basically there's an object in a movieclip. I want to find the location of that object in relation to the movieclip, not of the object's symbol. So when i look at the x and y of it, it wont show 0, it will show the x and y location in the movieclip it's in.
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Jul 10, 2010
I'm, trying to create a duplicate symbol and then be able to drag the symbol around the screen.I have an image - once converted to a button and on the stage as paddock_btn. The other converted to paddock_mc in the library, with a linkage identifier of "paddock".I want to be able to click the button, and create a duplicate, which can be dragged and placed on the screen.Unfortunately, I don't get any output errors here.
Code:
//create a function to duplicate paddock
function dupe_paddock():Void {
i = i + 1;
[code]....
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Apr 24, 2005
I have a scrollout menu for my flash movie, but each of the buttons have to be movies symbols. I try to attach:
on (release) {
gotoand stop(4)
}
But I get the error that this script only works for buttons. Anyone able to lend some assist? I suck at actionscript.
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Sep 25, 2009
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on(release){
goToAndStop(2);
}
[code]....
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Dec 29, 2009
The title might be a little misleading. Look at my code and I will explain
public static function loadTile(tileDir:String = "empty"):void
{
if(tileDir != "empty")
{
tPoint = new Point(0,0);
tRect = new Rectangle(0,0,30,30);
[Code]...
I am trying to do tiling with sprites. I want my tiles to be interactive, so that is why I am using the sprite object instead of using regular bitMaps to represent my tiles. You might be wondering why I wouldnt just use graphics.beginBitmapFill(tImage); and graphics.drawRect(0, 0,tWidth ,tHeight ); to pick out the tiles I want to use. Well reason being is because it turns out that drawRect() first and second parameters actually alter the location of where the actual sprite sits at.
So if I set the x and y properties of the sprite to x = 20, and y = 20. then I set my drawRect(20,20). it actually adds an extra 20 pixels to my x and y coords of my sprite. And I know the reason why, I just need to know a better way.
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