ActionScript 3.0 :: Flash Using Threshold() To Change Colours In A Bitmap
Nov 1, 2010
I'm trying to use threshold to change the colours in a bitmap image according to a lookup table. I've tried the following line of code to convert each colour to another, but without any luck:
Code:
bmd.threshold(bmd, bmd.rect, new Point(), "==", originalColour, newColour);
I have not had much luck so far, I've only managed to generate a black and white image, or nothing at all.
I'm trying to use threshold to change the colours in a bitmap image according to a lookup table. I've tried the following line of code to convert each colour to another, but without any luck:[code]
I have a washing mashine which turns gradually as an animation. But there will also be a colour swatch on the left hand side and when someone clicks on a different colour the machine is supposed to change to that colour. The problem is keeping the animation looping while having the buttons there.
Ive got a few plroblems with this project at the moment. Ive got the function to colour tween the shapes through actionscript. As you look through it seems ok but im trying to get all 3 boxes to change colour. Unfortunatley i can only get one to change. When looking at the functions called by the buttons the second box seems to take priority over the first one. How can i get all three boxes to change to my desired colours?URL...
I'm building a flash app that pulls images from flickr and removes the white background. I'm doing this using threshold and I get a really ragged outcome. Is there any way to get a better and smoother color key?
I've been tasked to write a chat engine in actionscript3 (AIR) and every chat message has an image of the poster associated with it. So I have 5 chat messages on the screen at any one time but it will be obvious that the images associated with message e.g. #1 changes all the time because the last person posting is different.
What I believe is wrong is to use the .addChild method every time I need to replace the image because it will just keep creating more stuff on the stage. What I tried to do is the code below but it refuses to update the image. The way I thought it should work[code]...
I have created one button component using one Bitmap and one Label in it. Thing is that when user Clicks on on the button I want to changes button's Icon/Image and Label Text. I want to do this using FlashCS5 and ActionScript-3. I have tried following but it gives me runtime Error
ok im trying to create a clip of a dot that fades randomly between four pre defined colours whilst also randomly varying in the size range 0 - 100%. i am trying to create a smooth size tween also.this is my attempt:
I am stuck with a requirement to display a horizontal line on a ColumnChart to indicate a threshold level. I have the data to the Chart as an ArrayCollection.
Is it possible to get the location of a value that is shown on the y axis? I think I will be able to place a line or 1px high canvas on top of the Chart to achieve this. Or better, is there any built in functionality that i may have overlooked or is there some open library that can achieve something like this?
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.
The commented area, "This is the Line", in the below code could easily be BlankMovieClip.addChild(imageLoader). However, then all my bitmaps would be in the same container, and I need each one to have an individual name so I can modify their properties. The amount of imported bitmaps will vary, so it all has to be very flexible
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]...
In Flex 4, how can I change the cursor to a Bitmap image determined at runtime? All the examples I've seen use CursorManager.setCursor to set the cursor to a class specified at compile time.
What I want to do is change the cursor to a bitmap whose bitmapData is determined by the context.
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?
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 have gallery which I want to modify. Now, I load big image on the stage by clicking thumbnail menu. I can see a small preview of that thumbnail on mouse over. Thumbnail preview is done by cloning thumbnail image and nest that image into thumbnail preview window.
[Code]...
However, it did not work yet. I do something wrong. I am wondering if someone can help me to figure it out. I spent a lot of time to modify it as It looked like a simple thing but without any success. I will provide more information if needed. The project consists of many classes I can explain more if the information I provided is not enough.
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 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?
I'm working on a tile based game, inspiredb by tutorials from the book "the essential guide to flash games". Please have a look at [URL] -- edit: by the way, the game idea is by no means mine, but i want to replicate the old game "sensitive" from the c64 [URL] for learning purposes I want to add shadows to all objects that stand in the water. However, since I want to keep my sprite count to a minimum, I have put all objects that don't do anything in a background bitmap. The best solution I can think of is to have:
1) a background bitmap (won't change during level) 2) a background shadows bitmap (won't change during level) 3) a sprite layer 4) and a sprite shadow layer at every screen, but this seems like a lot of work for just shadows.
i have an image in flash and i want to know if its possible with actionscript to replace some colors? say if i had an image with three colors: red, blue, and yellow i want flash to replace all the blue within the image to a certain color like orange without effecting the other colors of the image.
I am trying to take a movieclip of a character and change the colour of their clothes. The character is comprised of vectors.
So far I have semi-sucessfully used this method:
stop the movieclip take the bitmap data from the current frame use threshold to replace the colour store the resulting bitmap data in an array add an onenterframe function - clear the current frame and add the bitmap data from the processed data in the array
So - this works pretty well. Each frame is only processed once at the beginning and then the write to the movieclip is very quick.
However! As the replacement is being performed on a bitmap there is an amount of aliasing that takes place to remove jaggies/pixelation. This produces colours that are not matched using threshold. So the main colour is replaced correctly but it is surrounded by a halo of mixed colours
can I apply two different colours to the text? "E" would be green, "1-1" would be black. Is it possible to do something like that through actionscript without creating two separate text fields?
Is it possible to change the colour used in a flash movie for a shape using javascript Basically we have a little logo which appears on one of our e-commerce frameworks which is "skinnable" When we setup a skin for a client I would like to be able to send some colours to the flash movie so that our logo changes to match the sites colour scheme..