ActionScript 3.0 :: Change Color Of Bitmap As A Sprite?
Feb 7, 2009
I have a PNG that is a child of sprite object. The PNG consists of a shape in the middle of a transparent background (the alpha value is zero). I want to change the color of the sprite, but I do not want to change the transparent background.
I am working on a project that involves custom vinyl lettering. I have the a swf that loads images to an image scroller which can then be drug onto a stage and scaled or rotated. What I need to know is if and how I can change their color using the color picker component.
And It seems to work but this is creating a new rect. Which I do not want.
And I have tried ColorTransform, and that changes everything, even the border, which is not what I wanted. And I am not able to colortransform and then set the border color.
So how can I change the color of a sprite without changing the border color?
var arrowHeadRight:Sprite = new Sprite(); with(arrowHeadRight.graphics){ beginFill(0xDDDDDD, 1); moveTo(50,0); lineTo(0,50);
[Code]...
On Mouse Over, I wish to change the color of the fill on this shape? Can this be done or do I have to re-draw the graphics with an updated beginFill line?
I am having a bit of a problem where I have a function that takes a ColorPickerEvent. I am trying to colorTransform a "loaded bitmap" of a movieclip to the selected color but For some reason it is not setting[code]...
Detail: I am reading some data from SVG and getting them as Sprite objects; now I need to change the fill color of these sprite objects dynamically without affection the outline color. I gave it a try with ColorTransform but that changes everything in the object.
PS: I already tried searching the forum for the same thing but search seems to have some technical issues... therefore had to
I am a new user. How do I can add more thickness and change color of a rectange Sprite object on mouse over and on mouse out I want to make it normal again.
i have found a beautiful water effect made in as3. The effect is available to download on the website below.I am trying to change the fill of the water (that is blue or any color that you pick).The original code fills the water like this:
Code: public function renderWater():void { shape.grapics.clear(); shape.graphics.beginFill(0x006699); shape.graphics.lineStyle(0, 0x000000, 0);
[code].....
I tried to follow the instructions on the beginBitmapFill help, but i am receiving the water with no fill.
I want to be able to change lines thickness/color for sprites/movieclips created in Flash CS in ActionScript code. Is it possible to achieve this kind of functionality?
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?
I have drawn intersecting lines. The user can click on a region inside the angle formed by the two lines.When the user clicks inside the area, the small region formed by the arc between the two lines showing the angle should change. How can I do that.the region between the intersecting lines is sprite object to dispatch event listener, but the arc is shape object.
if it is possible to covert a bitmap to a Sprite? I tried casting it to a sprite, but that does not work. The reason why is because if figured out that you can't use the addChild option on a bitmap.
how to addChild bitmap in Sprite. I have one bitmap image in my libary. Now, I want to add it into my "Sprite" display object. I can put my libary's bitmap into movieClip but I want to do in pure as3 .
I've got a Sprite object that I would like to extract somehow into a Bitmap object in order to manipulate certain pixels. For example, if i have a diamond shaped Sprite, I would like to convert it into a bitmap
/*the point of this is to add a keyboardEvent to animate the image*/I am loading a bitmap image using this function:
var myLoader : Loader = new Loader(); var myURLRequest : URLRequest = new URLRequest("thesus.png");myLoader.load(myURLRequest); function myOnComplete(event : Event) : Bitmap{ var loader : Loader =
Following up from: http:[url]...I am trying to comeup with a function to print without creating a sprite, because that's what it seems to be causing my problem:
public function printScreen():void { var pJob:PrintJob = new PrintJob(); var options:PrintJobOptions = new PrintJobOptions();[code]....
This is coming up with an: Error: Description Implicit coercion of a value of type flash.display:Bitmap to an unrelated type flash.display:Sprite. So how do you print a bitmap without creating a Sprite?
Maybe it is a bad habbit which still i have from Flash Professional, but : I am trying to add a simple Sprite or/and Bitmap on just created, empty application, and it just not hapening.
What I want to do is draw the outline of an object using the IDE to create my movieclip symbol...this object will be an enclosed region e.g a cloud. I then want to be able to fill the internal area of the object with a bitmap using actionscript.
I had assumed that I would be able to do this via graphics.beginBitmapFill but there doesn't seem to be a way to specify to draw the outline within the MC or to do a floodfill with a bitmap using a point of origin within an enclosed region.
I load a picture file by Loader and add Bitmap into sprite,like follows:sprite1.addChild(myBitmap);Now I want to get the myBitmap from sprite1,how can I get myBitmap from sprite1,what code can I use?
I've just switched over to AS3, and I'm completely stumped with something.
I'm working on a project where I keep adding children to a MC already on the screen. There are two types of these children: Sprites that I use to draw lines using moveTo, lineTo, ect. Then there's sprites that have children inside of THEM that are bitmaps.
For some strange reason, the Sprites with the bitmaps on them always have a higher depth/index (AS3 terminology is still weird for me) than the normal Sprites.
Here's a diagram of my MC/children/children layers:
---------------=> (Sprites that draw lines) (MC on Stage) => ---------------=> (Sprites that hold bitmaps) => (Bitmap)
I want to load an external image (dest) and display it on the stage, and i want to load another image (src) which will not be visible. When i hold the left mouse button on the image that appears on the stage, then a function that start copies the src image to the dest will be invoked. Actually i want to reproduce the scratch effect on an image that hides another underneath. here is my code [ the copypixels function is triggered on mouse_move event for debug purposes ]
Although the two images are loaded into memory and the first one is shown on the stage, when the mouse_move events triggers the corresponding handlers the copy does not work.
can you create arrays of Bitmap and Sprite Objects? or Custom Objects?
if not, how would you typically create multiple Objects of the same type? just a loop with
var enemy:Sprite = new Sprite(); for(var count:int=0; count<10; count++) { enemy = new Sprite();
[Code].....
That way could be fine for many things, but theres other things I want to do.. such as, create an array of wav sounds.... and my program could pick and choose them, so they wouldnt need to load them on demand.. midi files too.
I'm making a game where the player moves around a map, where the player can walk and where they can't is decided by the color of the pixel they are trying to move onto, which I get using the Bitmap.getPixel method.
What I'd like to do though is when the map image is loaded process it into a sprite or something which I can then use the DisplayObject.hitTest methods on. So I have an array of colors whcih the user can walk on, is there way I could go through each pixel and build something that would let me do that?
Is there a way to detect the type of a DisplayObject with a switch case statement?I noticed that you can check if the displayobject compared to the type returns true or false.
Trace(mydisplayObj is Sprite); //return true or false Trace(mydisplayObj is MovieClip); //return true or false
But isn't there an option to get the type of the displayObject directly?
like, switch (typeof(mydisplayObj)) { case Sprite: break;
I have a few movie clips that change color when they are rolled over and rolled out of which is great and works correctly but now I have add glows to those buttons to serve as borders or a stroke and when you roll over the buttons the color and the filter color changes.
What I am trying to do is to have the button color change to a different color when it is on the page. The color only changes when I roll over it or hit it. Once I am on the page it changes back to the color it is on the up state.