ActionScript 3.0 :: Drawing BitmapData To Bitmap?
May 8, 2009
what i need to do is basically a motion trail on a bitmap.
I want to continuously draw a bitmap onto itself while previous versions are faded into the background, similar to a smoke type effect.
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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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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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Dec 29, 2010
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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Jun 23, 2010
I've seen the BitmapData object used for graphics a fair bit, especially in games. Many of these cases have done things in somewhat fundamentally different ways, and I was wondering what the best way generally is.
Method 1: Each animation frame is kept in a separate BitmapData object using an array.
Method 2: The animation is kept in a strip using a single BitmapData object and using the "sourceRect" parameter of copyPixels.
The draw and hitTest methods appear not to provide any "sourceRect" parameter. Most of the code I have seen using method 2 has worked around this by copying the bitmap frame into a temporary bitmap for these methods. This seems like quite a large processing overhead to me. Using method 1 this is generally not a problem, unless hitTest needs to be used with scaling and/or rotation, in which case a temporary transformed copy is still needed it seems as hitTest doesn't except a transformation.
I'm thinking method 1 is the better choice since it avoids having to make temporary copies for the most part, and I don't think it would waste much memory (just the duplicated width, height, etc values?). Is this generally true or is there a reason lots of people seem to do things the second way?
Also is there a better way to use hitTest for bitmaps that have been scaled, rotated, etc?
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Sep 14, 2010
I need how to cut bitmap from bitmapdata.
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Apr 20, 2009
I wanted to use the well known method for turning your vector graphic into bitmaps.Ie, something like:
Code:
var bmd:BitmapData = new BitmapData(src.width, src.height)
bmd.draw(src);
[code].....
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Mar 16, 2010
I have a huge background bitmapdata with a corresponding grid. I'm trying to draw the two parts onto a different bitmapdata, but for some reason, the bitmap for the grid is overriding the bitmapdata of the background that is being drawn first. The grid seems to be making the entire third bitmapdata transparent for some reason.
My code for creating the background and corresponding grid:
Code:
viewWidth=stage.stageWidth;
viewHeight=stage.stageHeight;
bmdScreen=new BitmapData(viewWidth,viewHeight,true);
[Code].....
I want to draw a grid on top of the background I have. For some reason, the grid is making the background underneath it transparent.
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Sep 11, 2011
How to remove the bitmap from the holder and the bitmapData from the Flash Player memory?[code]
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Aug 27, 2010
i'm writing simple image editor. I want to allow user to change contrast, brightness ect and save file as jpg. I got 2 problems.
1. I apply filters to bitmap and when I save it, it saves only original image without filters.
ActionScript Code:
var bitmapData:BitmapData = Bitmap(source_image.content).bitmapData;
var bmp:Bitmap = new Bitmap(bitmapData);
bmp.filters = combineFilters();
combineFilters function gives a set of ColorMatrixFilters to change contrast and other stuff.
2. When I encode a JPG with a as3corelibrary it makes it very slow (over 20 sec for img) and freezes app. Is there any way to aviod this?
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Mar 17, 2011
having a problem while drawing a complex combinations of TextFields into BitmapData in as3,The problem happens when i change the parent's (x,y) or (width, height) and the drawn object got a bad effect like left blur.[code]
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Feb 6, 2011
I have the following display hierarchy:- - container- - - objectI need to draw 'object' to a BitmapData instance which matches object.getBounds(stage) rectangle area. So the first part is easy:
ActionScript Code:
var rect:Rectangle = object.getBounds(stage);
var bmp:BitmapData = new BitmapData(rect.width, rect.height, true, 0x00000000);
[code]......
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Sep 29, 2010
In Flex, how does one hook into a bitmap or bitmapdata variable so that a function is notified whenever the bitmap's data has changed (pixel has changed, or filter's been added)?
There must be a way to do it, because I can bind an mx:Image to a bitmap via the 'source' attribute, and the displayed image updates all the time when a I modify the bitmap. How does flex do it? Does it blindly redraw the bitmap at every frame, or is it smart and only redraws when the bitmap changes? If so, how does it know when the bitmap changes?
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May 14, 2011
I am writing a screen scroller for a game I'm making. There's a BitmapData object which holds the background graphic, yet I do not want to show/render it on screen all at once.
For example, I want to show only a 500x500 section of the data but the entire BitmapData is 1000x1000. I wanted to use the scroll() method to scroll the data but my problem is that I cannot restrict how much of the BitmapData is drawn on the Bitmap. I tried setting the height/width properties of the BitmapData to 500x500 (and draw all the 1000x1000), but any data drawn beyond the boundaries I defined is not really drawn.
Another option I considered is to store a different BitmapData object which holds the entire data, and then use copyPixels() from it to the one used on the Bitmap itself, although then I cannot use scroll() and have to use different methods to achieve scrolling.
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Oct 29, 2008
I want to be able to crop an image based on what is viewable through the mask and then saved that cropped image out to a new file. I'm not exactly sure how to do this though
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Jun 28, 2007
I've been looking for a solution for hours now. I have a movieclip which contains an image. Created by doing: put image on stage, convert to symbol, movieclip type, ok.I'd like to extract this bitmap because I want to use (somewhere else): graphics.begintBitmapFill(); but this method needs a BitmapData object and not a movieclip to create a repeating background (in my case).
So: how do I extract the Bitmap or the Bitmap data from a MovieClip?mind that attaching BitmapData as a base class to this symbol is NOT AN OPTION
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Jul 16, 2010
What i want to do is get a png from my library load it into bitmapData then into bitmap then onto the stage.I don't even have enough success here yet to have code to post. Please for the LOVE of Mike!
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Apr 16, 2009
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
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Mar 31, 2011
I'm getting this one: Error #2123: Security sandbox violation: BitmapData.draw
while I try to draw the image of a video from a rtmp server onto a BitmapData object. The workarounds I've found all apply to a SWF file being loaded from another domain. This involves having logic in that file.However, I see no possibility to place logic into the video and hardly have access to the (WOWZA) video server of which there are multiple and to me unknown ones at forehand due to the CDN's load balancing nature.
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Oct 14, 2010
I'm looking for the most efficient possible way of drawing an 8 x 4 grid (960x600 total size). Each square of the grid has a variable alpha and the grid is redrawn every enter frame. The problem is my application is doing a lot already and I'm looking for the most efficient way to execute this loop 32 times (possible more in fact) per frame without overloading processor.
Code:
private function init():void {
var dimensions : Array = [ 0, 0, 960, 600 ];
var gridRaw : Array = [ 8, 4 ];
var stageRect : Rectangle = new Rectangle( Number( dimensions[0] ), Number( dimensions[1] ), Number( dimensions[2] ), Number( dimensions[3] ) );
[Code] .....
I'm under the impression there could be better ways of drawing the shapes straight to BitmapData without using Sprites, or maybe I'm doing something wrong about memory usage as I can see memory going up and down in a cycle.
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Jun 1, 2011
I have the following code
///Get BitmapData from library in SWC
var ClassReference:Class = getDefinitionByName(products[i].producticon+"Data") as Class;
// Create new BitmapData Instance From it
[Code]....
I get null in the trace. How do I make a dynamic class that I can refer to for this bitmap similar to how your reference a class from and embedded media?
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Mar 31, 2009
In Flash, the BitmapData object can be used to store bitmaps in RAM, you can later draw them to a MovieClip using the beginBitmapFill() method.
How do you load an external bitmap file (.jpg) into a BitmapData object?
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Dec 22, 2009
I have a class that loads an image and offers you the ability to have it in a bitmap or bitmap data object available after the image has loaded. But when I try this:
[Code]....
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Feb 17, 2010
I have a small bitmap, and it's one that's going to be scaled to be much larger then added to another bitmap. So I have the bitmap and I changed to width to make it larger, then when I use copyPixels to place this bitmap onto the main bitmap the image added is the original bitmap, not with the width changed. How can I make it reflect the changes?
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May 27, 2011
I am using a custom Flex skin to create an active blur/frosted glass effect on the background of floating Panels, TitleWindows, and other containers (similar to http:url....). There is a background image in the Application skin, and potentially any number of other components above and below the active blur component. Here's some relevant code within the skin:
public static const BLUR_FILTER :BlurFilter = new BlurFilter(16, 16, BitmapFilterQuality.HIGH);
private var _bitmapFill :BitmapFill = new BitmapFill;
private var _matrix :Matrix = new Matrix;[code]....
Unfortunately, the performance of this when the component is being resized, and especially when moved, is poor. There is noticeable drag delay and overall slowdown, and this is with only one popped-up TitleWindow in the test application. There is especially poor performance when components inside the TitleWindow are changed (button hover states, etc.)I've attempted to optimized a little bit by avoiding reinstantiation of the blur filter, bitmap fill, and matrix, but this has had little or no effect. I removed the blur at one point, just drawing the Application to a bitmap, and the performance is still poor, so it's clear that it's mostly the BitmapData.draw() call.
I've read about using scrollRect and cacheAsBitmap, but I'm not sure where to apply these properties (or other optimizations I'm not aware of) within the Application or its components.
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May 31, 2010
I'm a bit new to the ActionScript world, and I'm trying to get a custom class drawing a button correctly.I have a .png of a planet that I want to use for the image, this is how I load it:
imageRequest = new URLRequest(bmpName);
imageLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, onComplete);
imageLoader.load(imageRequest);
[code].....
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Feb 11, 2010
today i started some particle generator class that will move particles over the stage via drawing in a Bitmap. Everything works well with low amount of particles, lets say 1000, but for my surprise when i added 10 000 particles the frame rate dropped drastically. And i am saying that since i made the same particle generator using MovieClips instead of drawing in Bitmap, the performance test i run on both classes showed that the Bitmap class with 10K particles on my PC works in around 10-12 FPS, and the MovieClip variation in around 20-21 FPS with the same amount of particles. The particles are identical and both classes are using linked list system to move the particles. So the only logical conclusion is that something is not right with the drawing function.
Code:
private function drawParticles(e:Event):void{
// clearing the _pZone Bitmap of the previous data
_pZone.bitmapData.fillRect(_pZone.bitmapData.rect,0);
_pZone.bitmapData.draw(_blankMc);
[code]...
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Mar 1, 2010
1: I upload an image
2: Without altering it,I make a copy of it and use it display to users in resized format
note: I won't display the original image.
3:Now when user deletes the resized image,i need to delete the image loaded as bitmap i.e. the original image which i won't be displaying
For that I used bitmap.bitmapData.dispose() method.But,it doesn't free up the memory taken by the bitmap.For instance at initial state the memory usage is 58 Mb and upon loading 3 images the size increases to 87 Mb.And when I delete all the images the size decreases to 81 MB only.
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Mar 29, 2010
I am using bitmapData and bitmap classes to render a mouse cursor on the display screen. The bitmapData consists of an area whose colors should be inverted according to the background color. This is a very basic thing which could be observed with text cursor(the vertical line with two small horizontals on top and bottom), when moved over the text area. want to be able to do the same with the pixels in my bitmapData, is there a way to find out the background color effectively and invert the color values? In this process i will be redrawing the whole pixels, is there any other efficient way to do that ?
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May 2, 2009
I am trying to use the bitmapData.setPixels method to set certain pixels in the bitmap transparent.But no matter what I do, it always seems to set the pixel(s) black (non-transparent).Here is my code:
[AS]
bmpd = new ImageFromLibrary(0, 0);
bmpd.setPixel(0, 0, 0x00000000);
[/AS]
why its not setting the pixel(s) transparent?
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