ActionScript 3.0 :: BitmapData To Copy Content Underneath Flash?
Apr 14, 2009
I am trying to make a flash file that has wmode=transparent that takes up 100% width and height of the browser. I need to take a copy of the contents underneath the flash (the HTML page its floated over) and use that BitmapData to manipulate the content visually.
A web channel streaming service streams to a certain IP range, it only checks the IP in example.com/cmd.php?id=xxx (channel number) and outputs an rtmpe stream URL, nothing else.How do I trick it to get my local URL instead of the one on their server? I have considered squid proxy, but is there some way to do it with a firefox plugin or greasemonkey script?
Edit:I will try to specify:It's a streaming service from an ISP and cable provider. They stream for free to people on their IP's. On their webtv page, which is called webtv.example.com, there is a flash player. If you are not on an IP from their ISP, you can't stream anything but the test channel.When you try to change channel via. javescript:videoplayer_changechannel(xxx) it makes this HTTP request:
[URL]
If you are on one of their IP's you will get an RTMP URL, like this:
[URL]
This is what the flash player requests, and if it get's this response it load the channel requested. There is no HTML on the php page, just the URL. Note that the rtmp URL is static.If you are not on one of their IP's it will return a random sentence (something stupid, the programmers having fun).I wan't to trick the flash player into getting the right value, even though it's not on one of the ISP's IP's.
I am developing an application similar to MS Paint. I am building a Flash Paint application. The basic structure is this. I have two layers namely topLayer_mc and bottomLayer_mc. The actual vector drawing is drawn on the top layer and onmouseUp of the tool, a bitmap copy of the vector graphics on the top layer is taken and added as a bitmap to the bottom layer. The top layer is cleared subsequently. It is working for the pencil tool.
Now I need to create an eraser tool. This is where things get tricky. In the application there is an option to save the image as png, so alpha has top be preserved. So the coventional method of draw a brush using the vector and using the draw method of bitmap will not work. Of course, on a visual level it would work if the brush drawn using the vector is to have the same color as that of the background. The eraser's are rectangular in shape.
The technique I am tring to use is to use the copyChannel method of BitmapData class. Specify a channels (say GREEN channel )hex value as 00 and make it as the source. Then make the destination channel ALPHA. I got it working without using movieclips as shown below.
How to copying display objects (sprites, movieclips etc) while keeping thier content (graphics, added display objects etc)in AS3? The most commonly suggested solution by Kirupa (
I wonder if it's possible to take the filled colour (filled with myColor.setRGB(0x993366); like a colouring style) and set the colour filled to be a value of a variable in an if statement? if yes, anyone know how to do it?and is it possible to set a layer's content so that it does not block any button underneath it? I'm trying use that movie as a mask but I do not want it to block any activity underneath it. or is it better to use the myMovieClip .setMask (maskMovieClip)I only need the masking to appear when a specific button is pressed.
How can I copy or duplicate the bitmapdata from a mx:image component?
I need to display the same image in multiple screens of my application and don't want to have to download the image multiple times.
I could just use a urlrequest to download the image as a bitmap and copy that but I like the way you can can just set the source of the image component.
I'm trying to copy the bitmapdata of a movieclip in which i have a mask. And it copies by ignoring the mask. It's there a way to make it copy what i see (including the mask applied)?
I have a movieclip with an image that has transparency and filters applied to the movieclip.I know I can use "draw" to copy the movieclip to a bitmapdata object, but it doesn't seem to copy the filters and the transparency of the image. How can I copy these so the bitmapdata matches the original movieclip in appearance?
Having trouble trying to scroll BitmapData on a half pixel here is my original code
var speed:Number = 1; _bitmapData.copyPixels(_backgroundParallax, _screenRect, _zeroPoint, null, null, true); _backgroundParallax.copyPixels(_backgroundParallax, new Rectangle(0, 0, speed, _backgroundParallax.height), new Point(_backgroundParallax.width-speed,0), null, null, false); _backgroundParallax.scroll( (speed*-1) , 0);
which works until i change the var speed to .5, which is because .scroll method is expecting int's so i replicated what scroll is doing to try and allow .5 pixels
I'm making a copy of a Sprite via the BitmapData Draw method. It kind of works other than the top portion of the bitmap gets cut off (replaced with transparent pixels). It looks like it's about the same height as the Sprite's y value.
I have one file with thumb-scroll- xml loaded gallery Everything on the main time line under the _root I need to transfer this gallery to another FLA and make it in movie Clip So here is link to original FLA
What is happening now when I copy everything to new FLA even at the same position it dosent loud thumbs and picture
I'm trying to write a script that can copy multiple inputs that i've stored inside my array to the clipboard. Is it possible for me to get all my data inside "storage" array to the clipboard? All it seems to do is copy the last input given.[code]...
I need a way to copy the content of one movie clip (with many frames) into another dynamically using as3. I have created one mask container and i am filling it with the images from xml i.e. MovieClip(root).myContainer.forward.imageContainer .addChild(myspriteImage). How can i dinamicaly dublicate the movieclip myContainer with all child in it, so i could dinamicaly put ieach image in each container?
I have BitmapData (in short 'bmp') which I use to compare pixels between two, same pictures. When I find my thing, then I load next picture into BitmapData and compare again but here is my problem. Loading picture into bmp only works when I click button which lead to function like that:
Quote:
private function dodaj():void{ bmp = new BitmapData(imedz2.width,imedz2.height); bmp.draw(imedz2) }
[Code].....
doesn't load image. Only thing that works is to use Spark Image component (with already specified source to file) and get picture from it.
i am creating a very simple particle system. My only issue is trying to create a blurry trail effect on the particles in motion. I started by creating a large bitmap container, and applying a colormatrix filter and a blur filter . It seems to do the trick , but the issue now, is i have to make this container cover the stage, which has a two unwanted a effects:
-it's slower
-it covers all the content beneath. Perhaps my approach to creating trails is wrong?
i can post the whole class, but before i litter this post with long lines of code, is there a way to place a bitmapdata drawing over content and still get the desired effect. NOTE, if make transparency false in the bmdata, i loose the effect
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.
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");
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() at Site_fla::GalleryPage_29/sortXML()
[Code]...
btw, first I used assigned thumbContainer as the mc argument (outside the loadThumbs() function) and it worked but not exactly what I wanted... because I thought it is supposed to update when the movieclip is animated but it actually didn't... when I use a scroller, only the thumbs that are first loaded to the stage get the reflection..
Flash and Flex do a great job preloading themselves... however, they are big enough that they take forever to even get to that point... so the user on a slower connection sits and waits with a blank screen not knowing that the SWF is loading.
Is there a way to get an image "Loading..." underneath the Flash Object? I've tried it with a div background-image but it doesn't seem to work...
I have a web site im making atm, the site is all flash , and i have a gallery with lightbox. But when light box is open, it seems to hide the entire web site, .
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.
how to use the bitmapData collision method. Now I'm trying to figure out if there is a way to see at what angle or coordinate of the bitmapData the collision happens? I need it in order to figure the accurate bounce angle after the collision occurs.
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?
I created my flash video with a video skin I selected in CS4 and the skin file shows up in the same folder as the video but when I add the swf file to dreamweaver CS4 the controls that should show up underneath the video are not there.
I'm have made some buttons (movie clip) and when I click on it, I want a file (home.swf) to load in a loader (mx.contents.loader) and I want the other buttons to do the same, all load into the same loader. I have no Idea how to do that. The way I have it set up now, the home.swf will load over the entire screen and that is not what I want. I just want the content to load into the loader and have its content change once I click on the other buttons. Here is a copy and past of that I have at the moment, I'm using Flash 8 to do it all.