ActionScript 3.0 :: Changing Opacity Of A BitmapData
Apr 12, 2011
I am trying to create a Photo Editor using Flash One of its features is to change the Opacity of the Image. Now my problem is how to change the Opacity of a bitmapData and save the image so that the resultant image has a changed Opacity.
I have created a button with an instance name of 'ClickMe' and also five buttons each with thier own instance name (B1-B5). I want to change their opacity to zero onclick preferably as a tween from where they are now in opacity (100%) to the zero. I need some assistance with this. I know it involves importing classes and creating a function. I also believe I can control the set of 5 buttons with iteration.
I have a scrollbar that I grabbed off a resources site. (code below)I want it so that whenever I put the cursor on the scollbar to move it that the graphical information under the scrollbar comes on (either reveal or opacity to 100%). At the moment the little thumbnails under the scrollbar are on all the time and area bit of a distraction (they are meant to assist in the use of the scrollbar by minimising searching behaviour).[code]
I'm not a real actionscipt person as I usually only code simple buttons and the like. I have a scrollbar that I grabbed off a resources site. (code below) I want it so that whenever I put the cursor on the scollbar to move it that the graphical information under the scrollbar comes on (either reveal or opacity to 100%). At the moment the little thumbnails under the scrollbar are on all the time and area bit of a distraction (they are meant to assist in the use of the scrollbar by minimising searching behaviour).
I'm trying to take a 'snapshot' of a movieclip that i've got on the stage with "BitmapData" and then starting a "draw()" command on it. I'm able to get it drawing.. however.. it only takes the things from (0,0).( the upper left corner of the movieclip. Doing a trace on "BitmapData.rectangle" gives me it's X and Y coordinates .. and it's width and height..
How do I change the X and Y locations of the BitmapData for it to start the drawing from? As I have some stuff on the negative side of x.
I'm blitting a map onto the screen with tiles.. and the source of these tiles are BitmapData objects.I know you can change the alpha of a bitmap.. but I'm not too sure if it can be done on the BitmapData object itself.I want some tiles to have less alpha than others. Applying the alpha to the Bitmap.. makes everything on the current screen have an alpha.. but I only need one tile of it..
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..
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'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 //overwriting the first image. Do I have to somehow delete the data first, to
not sure if this is technically "actionscript"but i didn't know wher eelse to post iti need to place an flv on top of a background image, and i want to set the flv to have an opacity of like 30%-
Just taking Koolmoves for a test drive and ran into a snag, I want to change the opacity of some shapes/objects that Ive created but I cant seem to find an option to adjust the opacity anywhere.
I'm trying to figure out how to make a slide bar that would control opacity. If I were to take to pictures on top of each other, the slide bar would control the opasity of the top image.
Suppose I have an image in the background with a white box over the image. What I am trying to do is get the box to oscillate it's _alpha property while diminishing to zero. Producing a 'twinkling' effect. I have the actionscript on the box_mc in an onClipEvent (enterFrame) function. Really there will be a lot of these boxes so the oscillation would have to be random.The code I have right now, which just lowers the opacity at a random rate - no oscillation is below:
onClipEvent (load) { h = Math.random();}
onClipEvent (enterFrame) { if (this._alpha>0) { this._alpha -= h; }}
I have buttons inside/on window01/mc that are still active/clickable when the opacity is 0, I basically have a area on my website that if you click it opens the window corresponding to the button. how do I stop this? I only want the buttons to work when window01 is opacity 100. I'm not a pro at AS so please if you reply, walk me through it a bit or edit my code. [URL] just click in the blank black area below the nav bar and the window will appear. The normal way to get to this window is click products than the buttons.
Code: Select allimport gs.TweenLite; btn06.addEventListener(MouseEvent.CLICK,f2); function f2(e:Event){
could someone point me in the right direction of how to pulse the opacity property. Math.sin on something and offset and scale the wave to run from 0-1 ?
I have a plan of a park and want to make some different zone (red, green, blue, etc.) I know how to make them but dont know how to put them to 50% of opacity.
I'm working with a Flash (CS5) presentation, so I have a "Next Slide" button on my app. Sometimes, I want to be able to fade in certain elements when I hit "Next Slide".My current way of doing this:
Create a MovieClip from a Rectangle with an opacity tween from 100 to 0 (with ActionScript to stop() at first frame).Copy and paste the MovieClip over the place where I want it to fade in, and give the instances a unique name.Add actionscript to the relevant keyframe of the slide with just rectangle1.play().This works fine when running. The only disadvantage is that once I have one of these rectangle MovieClips on my page, I can't see what's behind it, making it annoying to design the presentation.
I have 22 rollover buttons that are a tint. On the rollover, I want the button (75px square) to disappear. On the rollout, I want it to display it's original state.I can't use visibility because it causes a flicker. When I use alpha it resets the opacity to 100% regardless of the number I set it to - e.g. rollover {button.alpha = 0;} / rollout {button.alpha = 50;} still results in a solid box.
I'm trying to "fade" out a movie clip when I click on another movie clip. I know how to change the visibility to false or alpha to 0, but I want it to do this gradually rather then instantly.This is the code I currently have placed on the movieclip I'm using as a button, I am only trying to fade the SolidPurple, everything else is working exactly like I want it to...
(NOTE: I often mix up weather opacity means "fully visible" or "fully invisible". Is Opacity the same as alpha, or the opposite? Just to be safe, I'm using the word "transparency" instead.) Let's say you ask for a color, and I hand you 0x52BD86
Assuming you were wanting a "regular" color, I just handed you a nice little bluish color. However, assuming you wanted a "32 bit" color (that is, including an alpha channel) I just handed you a completely transparent color (0x0052BD86 to be precise), so it really doesn't matter what the visible color was, it's still going to be invisible.That's why AS3 BitmapData has separate methods "setPixel" and "setPixel32".
Would it not be better to have the first 8 bits be a "transparency" value, so instead of 0 being invisible and 255 fully visible, flip them, making 0 completely visible, and 255 completely transparent? That way, if I hand you 0x52BD86, you can basically assume I mean completely visible. Then we won't even need separate functions for 32 bit colors. But, this probably goes deeper than AS3, and likely would mean changing the way color is treated throughout the last couple of years, or? Is there any reason they created the alpha bits like that?
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:
var bd:BitmapData = new BitmapData(2800, 2100); bd.draw(stage);//this is where the error happens All of the files referenced (.xml/.jpg/.swf) are located in the same local folder as the main .swf. How do I get around this error? The main objective is to print the stage using PrintJob(). I am using Flash Professional CS5.5 and publishing to Flash 10.0/10.1. Let me know if I need to supply any more info.