ActionScript 3.0 :: DisplayObjectContainer As A Bitmap Using BitmapDat

Jan 16, 2009

I am converting a DisplayObjectContainer as a Bitmap using BitmapData.The DisplayObjectContainer has many DisplayObjects. I want to exclude few DisplayObjects while i tranform into Bitmap.Therefore the bitmap should not have that particular displayobjects alone.

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ActionScript 3.0 :: Getting A DisplayObjectContainer Name?

Jul 15, 2009

I'd like to know if is possible to trace the name of a container object using the contained object.Something like:

mc1 = new Movieclip();
cont1.addChild(mc1);
trace ("container object is: " + mc1.function_I_need());

[code].....

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ActionScript 3.0 :: Can DisplayObjectContainer Be Extended?

Jul 2, 2009

I'm creating an object that's only purpose is to hold a few other display objects, so all I need is a super class that can hold display objects. I don't want to use the sprite class because it has so many functions and properties that I don't need. if I can't use DisplayObjectContainer as a base class then what class should I use?

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AS3 :: Flash - Identify MovieClip Among DisplayObjectContainer?

Oct 30, 2009

in ActionScript 3, if I loop through the children of a movie clip, it will return a DisplayObjectContainer, which is a list of DisplayObjects. However, the AS3 typeof cannot identify MovieClip as MovieClip is now an object, instead of a data type. How can I correctly identify MovieClip?I found 3 solutions online: First set the MovieClip name to a specific name, then in the iterate process, check the name of children using child.name.indexOf("specificName") > -1

Solution 2:use child.hasOwnProperty("numChildren") to identify a MovieClip

Solution 3: use 3rd party plug-in like FlashDevelop

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Flash :: DisplayObjectContainer Into Flex Component?

Apr 29, 2011

I'm trying to get a class file from Flash into Builder.Everything in that class sits inside a Sprite called mainContainer. Now I'm trying to get that `mainContainer' which hold the graphics for the class into a Flex Application.This is proving to be a problem as their are many various ways of doing it (it seems going by numerous Google searches).First off I declare an MXML Canvas with an Image inside it (as I read would work):

<mx:Canvas x="268" y="10" width="756" height="680" id="canvas">
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[code].....

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ActionScript 3.0 :: Can't Add Dynamic Property To DisplayObjectContainer

Jan 7, 2010

[code]...

The above code is not working, I am getting an error.

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ActionScript 3.0 :: DisplayObjectContainer Handling Children With Same Name

Jan 27, 2009

Code:
import flash.display.Sprite;
var sp1:Sprite = new Sprite( );
var sp2_1:Sprite = new Sprite( );

[Code]....

I'd assume from this that there is no correcting done for children with the same name being added to the same parent. I ask this question because I'm creating a structure that needs to mimic the display list and I'd like to keep behavior consistent.

Another question: I'd assume internally the children are saved in something similar to a Dictionary object, does anyone know if this is true? And then getChildByName simply does a foreach loop and returns the first match on a name?

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Flash :: Get Dimensions Of Only DisplayObjectContainer's *visible* Contents?

Oct 8, 2009

A DisplayObjectContainer's dimensions change based on its contents.

That can be a LOT of contents, many of them with visible = false or masked, thus making them hidden. Is there a way to get only the visible contents of a DisplayObjectContainer similar to a TextField has the textHeight property, which gives you the exact dimension of what you see on-screen.

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As3 :: Flex - Paste Event For A DisplayObjectContainer Not Registered?

Apr 19, 2010

I have a display object container and I am trying to add a paste event to it. But the event is not being registered. The documentation at liveDocs mentions that classes that derive from Interactive objects can dispatch paste event but I dont understand why it wouldnt work for me.

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ActionScript 3.0 :: Clip Children That Are Part Of A DisplayObjectContainer?

Dec 9, 2009

is it possible to clip children that are part of a DisplayObjectContainer? If I have a parent object with size x 100, y 100, width 100, height 100 and a child that has the coordinates x -50, y -50, width 100, height 100, I can still see the full child staying at x 50, y 50, but I want the child to be cut off by the parent.

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ActionScript 3.0 :: Hide Fact That A Class Is DisplayObjectContainer?

Oct 28, 2009

I have a class which will contain exactly one child, no more, no less, and other classes are not allowed to change that fact.

I could throw error messages every time a child is added or removed by overriding the default properties, but I don't want the object to be treated as if it were a DisplayObjectContainer.

I want it to look like only a DisplayObject, yet I still want to add a child to it in private.

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ActionScript 3.0 :: Tricking Items Into Believing They Are In A DisplayObjectContainer?

Jan 21, 2010

I'm working on a class that let's you use "addChild" to add children to it. In all aspects, it's treated like a regular class, the only difference is that it doesn't really add them. It only draws the BitmapData of them and displays that, which doesn't make a huge difference for the user, but might make a difference for performance, at least the way I am planning to make it.

Now, if users add a regular old Sprite or other DisiplayObject to the container, I have overridden the function to draw the BitmapData of the item, and store the item in an array.The problem is, if the user want to do something like "sprite1.parent", since the Sprite technically isn't on the display list, the parent property will be null. I can't override the passed in sprite's properties, right? Is there any way around this?

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Flex :: What Happens When The AddChild, Or RemoveChild Method Is Called On A DisplayObjectContainer

Jan 27, 2011

I would like to know the internals of that method, in other words what exactly happens when I call that method. If someone can explian it with a list 1,2,3... would be great. including events..

and the addElement method too, if is possible.

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ActionScript 3.0 :: Width Of DisplayObjectContainer - Make The Size Of Sprite Is Not Affected By Its Children?

Jan 30, 2010

look at the following codes first
 
var sp:Sprite = new Sprite();
trace( sp.width );                    // the result will be 0
var mc:DefinedMC = new DefinedMC();          // assume that DefinedMC is derived from movie clip, and the width of mc is 100
sp.addChild(mc);
trace( ap.width );                    // the result will be 100
 [code].....
 
so the size of an instance of Sprite is affected by its children.is there any class derived from DisplayObjectContainer whose size is not affected by its children, or is there any method that could make the size of Sprite is not affected by its children.

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ActionScript 3.0 :: Bitmapdata.hitTest - Bitmap 'emptyBitmap' With Bitmap Data Created

Feb 3, 2009

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.

[Code]....

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ActionScript 3.0 :: Use The BitmapData Property Of A Bitmap And Pass It To The Constructor Of A New Bitmap Object?

Aug 20, 2009

I know the topic of "duplicating" movieclips is a hot issue with the new virtual machine. Luckily, I understand the implications. I only am [currently] interested in duplicating a Bitmap. See, I load an image from an URL using 'flash.display.Loader.load', which is a non-blocking operation in Flash Player.However,I may use multiple copies of the loaded image (which is reported to be a Bitmap, naturally) in the display list at the same time.Hence, I naturally do not want to load the image from an URL every time, because I don't want to wait for a non-blocking call to complete. Nor do I need to - I mean one copy is already loaded, so it should be possible to just "duplicate" it, right?

My idea is to do use the bitmapData property of a Bitmap and pass it to the constructor of a new Bitmap object. I have not tried the following in action, but I want to hear whether any of you did and if the following would not work, what would:

Code:

var original_bitmap: Bitmap;
var copy_of_original_bitmap: Bitmap = new Bitmap(original_bitmap.bitmapData);

LiveDocs mention that the BitmapData being passed to a Bitmap constructor is "being referenced", which to me might suggest it cannot be used twice? There is also the BitmapData::clone() method, which I am not sure is applicable here or not.I know this is a lot of talk instead of just trying this out, but I test so much Flash Player code daily just to see "what works" (which should be documented instead by Adobe),

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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?

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I'm working on a game, and to keep performance good, instead of addChild'ing 50 new sprites to the stage every second, I decided to have each player draw to their own bitmap, and then to the 'master' bitmap. This introduces an issue though: the second player would override all data the first player has put into to bitmap...My basic debugging proof of concept:

Code:
// bitmap test

import flash.display.Bitmap;
import flash.display.Bitmap;[code]......

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ActionScript 3.0 :: Copying A Rotated Bitmap Into A Bigger Bitmap?

May 9, 2011

I have a bitmap which has several frames (packed along the horizontal axis). In order to render them I copy it to the backbuffer (larger bitmap) as follows:

Actionscript Code:
public override function copyToBackBuffer(db:BitmapData):void{ if (active)  var drawRect:Rectangle = new Rectangle((currentFrame-1) * frameWidth, 0, frameWidth,

[code].....

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Actionscript 3 :: Update A Portion Of A Bitmap With A Pixelbender Instead Of The Whole Bitmap?

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In pure AS3, I have a pixelbender and a large bitmap. The pixelbender is configurable with a distance parameter to affect only a small area of the bitmap. The problem is that the pixelbender is executing over the whole bitmap. What would be the best way to update only the effected region of the bitmap? Given this config:

[Code]...

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ActionScript 2.0 :: Bitmap Font Text Drawn To Bitmap

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Is there a way to write a bitmap font right into the bitmap being desplayed? Mabey better worded: myBitmap.draw(image, t) draws a picture is there a way to draw text? I'm stuck even if its just a work around in some way I would like to know... (the current work around i have in my head is writing it in a movieclip turning that into bitmap data and drawing it... esentially creating a prototype answering my question... but a built in way would be easier probably).

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Actionscript 3 :: Bitmap Too Big - Limitation Is In Bitmap And Loader?

Mar 30, 2011

In AS3, I am loading a png from a zip file (nochump's zip library through ByteArray to Loader). The png can be up to 45k pixels wide but only 120 tall. This creates a problem in flash, as images can only be ~8000 pixels wide. A possible solution would be to split the images into 6 columns somehow. This would probably need to be done in the ByteArray state, because the limitation is in Bitmap and Loader.

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ActionScript 3.0 :: Draw Bitmap Instead Of Export Bitmap?

Nov 5, 2009

I'm using Sandy to animate some objects in 3D. What I currently do to images which are EXPORTED in the library, I want to do to some bitmaps that I create using the DRAW technique. But it wont work :-(

CODE FOR 'CREATED BITMAP' :
ActionScript Code:
var bData:BitmapData = new BitmapData(myObject.width,myObject.height);
bData.draw(mask5);

[Code]....

Sandy doesn't seem to treat the 'created' bitmap the same as those that are exported from the library.

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Actionscript 3 :: Create A Bitmap From Another Bitmap?

Feb 24, 2012

Letīs say I have a bitmap with 3 colors: red, green and blue (not mixed)

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ActionScript 3.0 :: Find Bitmap In Another Bitmap

Oct 13, 2009

I haven't worked very much with bitmap manipulation and I need to create an app that can find a bitmap (or a pattern of pixels really) in another bitmap.Are there other methods of doing it besides iterating through the pixels and using getPixel()?I'm of course looking for the most effective solution.

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Break Up A Bitmap?

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I'm trying to break a movieclip into pixels and then move each pixel independently, but am having a hard time wrapping my brain around the code.

Right now I have a MC on the stage with an image in it. I'm able to go through each pixel, copy them one at a time then add a tween like this:

Code:

function copyPixels() {
var rect:Rectangle = new Rectangle(300, 400, 1, 1);
var bytes:ByteArray = bmd1.getPixels(rect);
var bmd3:BitmapData = new BitmapData(1,1, true, 0xFF000000);

[Code]...

But that doesn't really give the effect I want. I want the whole image visible then have one pixel at a time fly off. How do I do this? Do I copy the entire image to a ByteArray then address each element in the array?

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