ActionScript 3.0 :: Capturing Bitmap Data In FullScreen
Jun 19, 2009
I am trying to do an image capture while in full screen, however the full image area is only partially captured, or the coordinates are off. In the source files you will see a few of my attempts commented off.
I am trying to do an image capture while in full screen, however the full image area is only partially captured, or the coordinates are off (see images below). The document size is 100x700, and the stage is set not to scale / aligned to bottom.I've been able to capture the right size, however it always seems to capturing the image from the wrong start x,y position. There is some elements out of bounds but I am just trying to clip them depending on the current stage width and height. In the source files you will see a few of my attempts commented off (below/attached).Fullscreen Capture :Normal Capture :
CODE : import com.adobe.images.JPGEncoder; ///---------- [ Set Variables ] --------///
I am trying to do an image capture while in full screen, however the full image area is only partially captured, or the coordinates are off. The document size is 100x700, and the stage is aligned to bottom. I've been able to capture the right size, however it always seems to capturing the image from the wrong start x,y position. There is some elements out of bound but I am just trying to clip them.In the source files you will see a few of my attempts commented off. Is anyone willing to help me troubleshoot this?
Here is a live link :
[URL]
If you right click you'll see the save as wallpaper option. It works properly while in normal display but everything gets offset in full screen mode.
I'm attempting to find overlap between elements on a flex canvas, an adaptation of Url...The attempt here is to place some text and figure overlap with previously placed text. [code]do not seem to capture the elements placed on the canvas dynamically. [code]
I'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.
I'm sure it's easy to do, but I just cannot figure it out. I've created a timer but want to let the user set default values to start at so they don't have to modify the start time each time the program starts.I was able to create a text box but it is un-editable in the actual program. It displays '00' nicely but it's useless. I haven't even gotten to the point where the data is pulled and stored.
ActionScript Code: var timerHrs1:TextField = new TextField(); timerHrs1.type = TextFieldType.INPUT;
I have just encountered a very strange problem regarding the bitmaps (.png files) used. When I view the swf movie - everything is fine until I make the browser much larger / fullscreen. Then a few of the bitmaps in the navigation menu move out of place.URL...
I have a little quiz, where at the end the results are calculated and the test takers are taken to a results screen which calculates their results.
I have AS3 code creating the message screen, and the score is calculating ok. I want to capture the users name on the results page, and this is not working. I have attached the code which calculates the score and where I added the instance name of the test box when they login. I get an error when I publish. The error is "Access of undefined property name name_text"
obviously this is not how to capture that information, but not sure how to do it. Again, I have a text box with the instance name of "name_txt", and I am trying to capture that data on a results screen using AS3.
Code: feedback.text = "Congrats" +name_txt+ "on finishing the exam! Your score is "+Math.round(score*100)+"% You may now close the exam window.";
I need fullscreen gallery and the bitmap smoothing thing. I tried to combine the gallery code and the bitmap code I found in this thread. Well, it's a xml based fullscreen gallery and it works fine but without smoothing . okay, i hope anybody can help - here is an extract of the gallery code:
I've created a prototype that will copy the pixel data from a movie clip then create a JPG image from it via PHP. It works perfectly. But when the MovieClip (called mcImage) contains a Video Object loaded with a streamed FLV, it won't copy the pixel data to the Bitmap object. The image generated is white. Here's a sample code:
var oBitmap:BitmapData = new BitmapData(nW, nH, true); var oMatrix = new Matrix(); var oColorTrans:ColorTransform = new ColorTransform();
i did a function the captures the stage and save it to bitmap datai want to display that bitmap data on a different frame what code should i do (the bitmap changes becuse the capture function triggerd alot);
I have made a little drawing program for my daughter, and I have worked in the ability to save and load images that you have made. It's a simple line drawing thing, but she's 3, and it works.Whatand I'm still new with Flash and AS3) is that I can "addChild" to put the jpeg on the stage, but it's on (or over top of) the drawing area. That means that when I start to draw, I don't really add to the picture, instead, it's drawing behind it. I used the line drawing tutorial as the basis for this little app, the basic code is :
Code: public function DrawMain(){ graphics.lineStyle(theLine,0x000000); //default to black lines
I'm trying to find a way to use the Twicsy API to load a fullscreen of thumbnail images in Flash. When you use the Twicsy API to look for the pics via the [URL]. You get the following results. [Code] ..... How can I write a script to create a wall of images based on the results above?
I'm trying to create sort of an eraser to remove sections of a bitmap on stage.
I have achieved this by creating a MovieClip in flash that is a circle and exporting it as a Class called Hole.
Now I use this MovieClip to erase a circle section of the image using the following.
var mat = new Matrix(); var ct = new ColorTransform(); var hole = new Hole(); mat.translate(x,y); image.draw(hole, mat, ct, "erase");
Now what im trying to do is scale the size of the circle depending on a certain variable but no matter what I try the scale doesn't seem to change and. The size seems to stay the same as I drew it in Flash. I tried adding the following line
hole.width = hole.height = size;
I even created a class file called Hole and the size as a parameter
var hole = new Hole(200);
This didn't work either it still appeared to have the same size. I have even tried altering the scaleX and Y values with no success.
I am adding a bunch of bitmap data (images) inside a canvas bitmap (using copyPixel) which is added to the stage (addChild(cavasBitmap)) how can I remove a bitmap data from a canvasBitmap?
I have to take a snapshots form my webcam every 5 minutes. Now my script is whit a button and its working but my file have to take the picture alone and then again whitout button to send them? I saw something on the net but when I try to do it its not working.
Is it possible to get the bitmap data from a component using ActionScript? I dynamically load an image. onComplete I create a Flex Image component and add the loaded image to the source
[Code]...
Later I want to create a new Image component and get the bitmapData from the first Image. I have tried this canvas.getChildAt(0) Which seems to give me the Image, but I can not figure out how to get the bitmap data. canvas.getChildAt(0).bitmapData; gives me a compile error "... undefined property" how ot get the bitmap data so I can use it in my new Image component?
Can anyone point me to demos or source code for creating reflections in actionscript? I want to create the effect of an object sitting on a reflective surface.
I would like to extract the most common color of a bitmap. My first idea was to do this by looping through the bitmapData and extracting every pixel color and storing it in an array. But the function has to be as light as possible so my question is; Is there a more lightweight approach to achieve this? The function is used to extract background color of a Bitmap.
I am working on somethign at the moment which allows a user to use a local connection to send and receive bitmap data. But I am havign a slight problem. Ok so at the moment I am using code from the bytearray live jpeg encoder to encode bitmap data as jpeg and then send it on to another swf opened at the same time when I click on an mc in the send swf.
So here is my code:
ActionScript Code: // CODE INSIDE OF SENDER var localConnection:LocalConnection = new LocalConnection(); import asfiles.encoding.JPEGEncoder;
[Code].....
But what ends up happening each time is that it seems to draw only the bottom right quadrant of the mc I am targeting. As shown by the screenshot I have provided. When the user clicks the first of the blue buttons it should send the whole bitmap.
I'm working on developing a casual FB game in AS2 where one of the features is that the user can put on a cropped version of their FB profile pic on the sprite's head. I don't know how to send bitmap data over the wire in AS2, and since I'm sadly not using AS3 (which supports ByteArray), am looking for an alternative way out.
I'm creating a mosaic application from facebook images and I have all of the coding working, my problem is I'm duplicating (cloning) Bitmap's in the final mosaic because obviously there aren't enough images on everyones facebook to make up the 1000+ images in a mosaic
See in the upperleft how all the images are very well defined, but then as the grid continues to the bottom and right each image gets less and less accurate until it is just one color...The code I am using is just,
ActionScript Code: var myClone:Bitmap = new Bitmap(arrayBMD[index]); addChild(myClone);
where arrayBMD is an array that holds each BitmapData for each Image.