ActionScript 3.0 :: Drawing Object In Rotated Container To BitmapData?
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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Jan 7, 2010
Here's the layout:I have a main SWF. Inside that main SWF is a container MC that has been rotated in 3D space to have a bit of perspective. Inside _that_ container is a container MC into which is loaded various images, videos, and SWFs. Images: no problem. Videos: no problem.The problem:If an SWF is loaded into the media MC that has an MC in it with a listener/startDrag combination allowing that MC to be dragged it seems to fail (the drag).I've tested this child SWF extensively to make sure the drag works, and I've even loaded it externally into other SWFs and it works. I've also tested in various ways to make sure that the problem isn't something simple, like an intervening clip in my main SWF keeping the MouseEvent from reaching the MC with the startDrag
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Feb 17, 2010
I have this enter_frame listener to make my Container MovieClip rotate on a 3D environment in relation to the position of the mouse.
PHP Code:
addEventListener( Event.ENTER_FRAME, loop );
private function loop( e:Event ):void
{
var distx:Number = mouseX / stage.stageWidth;
[Code]....
One of the MovieClips I load into that "ctt" container has some scrollable content. I've traced both the CLICK and MOUSE_DOWN events on the Dragger of the scrollbar and it's active, it receives the click and mouse_down events. The problem is that it doesn't drag.
I know that the scrollbar works because if I remove the loop enter_frame event I showed before it works perfectly, it just doesn't rotate on a 3D environment as I wanted it to.
why the dragger doesn't drag when that ENTER_FRAME event like that is being used?
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Aug 5, 2010
I'm using following code:
ActionScript Code:
var bd:BitmapData = new BitmapData(stage.stageWidth, stage.stageHeight);
bd.draw(stage, null, null, null, new Rectangle(tmpX - (tmpW/2), tmpY - (tmpH/2), tmpW,
[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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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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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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Jul 22, 2009
Basically I've got a reasonably complex drawing object in a fla and I want to reproduce it in a class definition using the drawing api. However obviously this is a tedious task, so is there some trick or automated method of doing this?
Last time I needed to do this it was a drawing of an arrow and I ended up writing down x,y,width,height values for everything but this one has curves in it which I don't have experience with drawing anyway.
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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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Oct 7, 2011
I am currently making a game based on slicing other objects, basiclly when you hold down and drag your mouse and then release it an object that shows the cut will be created.
//Sliceline.as
package
{
import flash.display.Bitmap;
[code]....
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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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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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Jan 31, 2010
If I create a rectangle with 100px width and 100px height and then rotate it, the size of the element's "box" will have increased.With 45 rotation, the size becomes about 143x143 (from 100x100).Doing sometimes like cos(angleRad) * currentWidth seems to work for 45 rotation, but for other bigger angles it doesn't.At the moment I am doing this:
var currentRotation = object.rotation;
object.rotation = 0;
var normalizedWidth = object.width;
[code].....
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Jan 29, 2010
I have a project that is drawing ~10,000 small tiles into one large bitmap container - it's a mosaic. In Flash proper and in FireFox it takes about 20 seconds to complete the drawing. Very acceptable. In Chrome it takes about 1:30 and in IE it takes roughly 3:00 - both too slow to be acceptable to the client - who of course reviewed with IE. I have Flash set to run at 45 fps - and the images are populated by a Timer - at 2 ms intervals. Maybe 2 ms is too fast? But in my testing 1ms was slower as was 3ms, so I kept it at 2. And it works fine in FF and Flash...
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Dec 29, 2009
The title might be a little misleading. Look at my code and I will explain
public static function loadTile(tileDir:String = "empty"):void
{
if(tileDir != "empty")
{
tPoint = new Point(0,0);
tRect = new Rectangle(0,0,30,30);
[Code]...
I am trying to do tiling with sprites. I want my tiles to be interactive, so that is why I am using the sprite object instead of using regular bitMaps to represent my tiles. You might be wondering why I wouldnt just use graphics.beginBitmapFill(tImage); and graphics.drawRect(0, 0,tWidth ,tHeight ); to pick out the tiles I want to use. Well reason being is because it turns out that drawRect() first and second parameters actually alter the location of where the actual sprite sits at.
So if I set the x and y properties of the sprite to x = 20, and y = 20. then I set my drawRect(20,20). it actually adds an extra 20 pixels to my x and y coords of my sprite. And I know the reason why, I just need to know a better way.
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Feb 16, 2011
I'm trying to trace the path of an object by using setPixel on the object's position every frame in a BitmapData/Bitmap pairing. These pixels aren't showing up normally and I suspect I have a fundamental misunderstanding of the BitmapData class. Here's what I'm doing:
public var contrailBase:BitmapData;
public var contrail:Bitmap;
private var contrailColor:uint;[code].....
Using this code, the red pixels don't show up. If I initialize contrailBase to 0xFF000000 instead then I get a black screen on which the red pixels DO draw, but I need the bitmap to be transparent except for the contrail. What am I doing wrong?
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Oct 11, 2009
Flex 3, ActionScript 3, Flash player 9.
I have a picture in a BitmapData object. And an array of points. I nead to erase the part of the picture inside a polygon specified by the points. In other words, draw a polygon specified by the points and fill it with transparency.
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Dec 28, 2009
I have 3 objects. One BitMap that acts as my canvas. And 2 bitmapDatas. One is my buffer and another is my tiles. I am creating a tiling effect for a game. I would like to take my tile:BitMapData, and turn it into a custom object. reason being is I want each tile to be interactive. So I can click on each one. Is it possible to turn my bitMapData that represents a tile, into a custom object that has properties and methods. Sort of like a movie clip. and draw it into my buffer ?? Could I create a new class that extends bitMapData ?? Or would I have to get rid of the buffer and draw the tile objects directly into the BitMap ??
In other words, what is the best way to put Sprite or a tile into a BitMapData object or even a Bitmap.
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Aug 23, 2011
I have converted a PNG into a bitmap, then converted that into bitmapData.
I have a object called _player, and I wish to add collision detection, however I can seem to get it to work.
my code is:
if(bmd1.hitTest(new Point(_player.x, _player.y))){
trace("hit");
}
bmd1 is my bitmapData,_player is the object is wish to test against.
I am getting the following error:
1136: Incorrect number of arguments, Expected 3
I have looked around but cannott find what argument I am missing
I have tried
if(bmd1.hitTest(new Point(_player.x, _player.y), 50, _player)){
trace("hit");
}
I should mention that the reason for me taking this approach is that I have a PNG, with transparent areas, I need to test for collisions in the non-transparent areas, which is why I was using this approach
I have a PNG, i import that and convert to bitmap, then convert to bitmapData
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Sep 30, 2009
I'm really struggling to work out how to split a BitmapData object into two separate bjects, and eventually add them to a mc and animate them.I can successfully create a new Bitmap out of the left half, but when I try changing the Rectangle props for the second Bitmap draw method to make a Bitmap out of the right half, it doesn't work?Here's my code:
ActionScript Code:
// 'image' being a MovieClip on the stage
var bit1:BitmapData = new BitmapData(image.width*0.5, image.height, true, 0xff000000);
[code]....
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Sep 4, 2007
I am trying to create a BitmapData object of a jpg that is loaded into a movieClip, so that I can then remove the jpg and have just the BitmapData of the image to manipulate. I have the original image loading into my temporary MC without any problems..and am using a listener to check to make sure that the image has been fully loaded before it moves onto creating an empty movie clip for the BitmapData... but for some reason the BitmapData isn't working as nothing shows up in my holderMC.. and it says the width of the holderMC is 0 when it should be something liek 367 for the 'surf.jpg' test image I am using. My code is below..
Code:
import flash.display.BitmapData;
stop();
_root.createEmptyMovieClip("tempMC", 1, {_alpha:0});
[Code].....
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Jun 30, 2011
I am writing a script in which i want to do collision detection with Bitmap. Actually i took the script from book. I am using Loader class instead of Embed tag because i am using Flash IDE CS 5. If you see the code then everything is fine except one thing. That in hitTest() method i am using Loader instead of Bitmap. So it gives me error that parameter type should be Bitmap. Now my question is how can i convert Loader object to Bitmap so i can use it in my hitTest() method. Here is my code
[Code]...
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Aug 28, 2009
I've received a number of graphics from an Illustrator user - they imported as symbols containing drawing objects. When I opened one of these symbols and tried to tween (fade out) the drawing object, I don't have the Alpha option. I don't use Illustrator myself and I had to install CS4 so I'm not used to that either.
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Dec 30, 2009
I have a BitmapData object with an alpha channel. I'd like to know the fastet way to offset that alpha channel in ActionScript3 (FlashPlayer10). By offsetting I mean shifting all pixels of that channel in one direction (wrapping around the image borders) while leaving the color channels as they were.Is there a good way to apply a such a transform to one channel only?
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Nov 17, 2010
I want to store the bitmap data from _sampleTile in array, but I was wondering how to increase the performance. If I do it like this:
var _sampleTile:BitmapData;
var _arrayLenght:int = _tileClipArray.length;
for(var i:int = 0; i < _arrayLenght; ++i){
[code].....
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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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Apr 8, 2007
I've been looking at one of senocular's rather brilliant source files, specifically the 'rising grid transition', which performs a transition effect by using the bitmapData class. Currently,it loads a variable called 'tempbmp' by using the bitmapData.loadBitmap function:
var tempbmp = flash.display.BitmapData.loadBitmap('hill');
where hill is a jpg in the library with a linkage ID of 'hill'. what i'd like to know is if this process could use an image that is not in the Flash library. Is there a way to load an external image as a bitmapData object?
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