ActionScript 3.0 :: MovieClip Versus Bitmap - Maintaining Array?
Jun 5, 2009
I am working on a project in which I am suppose to maintain an array of movieclips, and I can also convert the movieclips into bitmap data. So I would like to know which one is the best to use either maintaining movieclip array or bitmap data array.
I am working on a project in which I am suppose to matain an array of movieclips, and I can also convert the movieclips into bitmap data. so I would like to know which one is the best to use either maintaing movieclip array or bitmap data array.
I need to find a way to copy a masked bitmap. I have a bitmap on stage, and a user drawn sprite that acts as a mask. I need to capture/copy the masked area bitmap, maintaining the transparency created by the masking to eventually encode as a png.
I could find no documentation on how to accomplish this using copyPixels(), or any other directions.
I have a program that dynamically draws a polygon wherever the user clicks on the screen. (using lineto, moveto) However this polygon is always behind the other symbol objects on the screen even though its added last in the childlist. Is there an issue with depth when drawing symbols vs. drawing with lines? How can I ensure my dynamic object will display in front?
What more can be done if I extend MainClass with MovieClip rather than Sprite. I know that MovieClip extends Sprite and it has Timeline defined under it. But still how it will be usable to me by MovieClip ?
package { import flash.display.Sprite; import flash.text.TextField; import flash.text.TextFormat; import flash.display.MovieClip; import flash.text.TextFieldType; [Code] ..... How to use Timeline if I replace Sprite by MovieClip ?
I am having trouble storing bitmap images into an array. The following code snippet creates an array called "imageArr" and its intention is to store all the bitmap images in it. The images are captured from the user's webcam and should then be stored in the array. However, when I display the images it can only display the last image taken.
ActionScript Code: var bitmapData:BitmapData = new BitmapData(video.width,video.height); var bitmap:Bitmap = new Bitmap(bitmapData); var imageArr:Array = new Array();
I've been trying to figure out a solution for a problem.. Which is really bugging me. The only thing I could think of that has potential to possibly work is being able to store bitmap names in an array.. Like this example(which doesn't work):
Code: var hairBitmapA:Array = ["hair_1_1", "hair_1_2"]; var i:uint = 1; var hairBitmap:hairBitmapA[i] = new hairBitmapA[i](0,0);
The idea of this is simple, although not correct, is there a way that I can do what I'm trying to do?
I have problem with moving bitmap array on second timer loop. I think this problem is related to the loop addchild was in, not sure how to solve it. The current code does create 14 images in a strip, the problem was I couldn't move them with another timer or just outside the completeListener function.
TypeError: Error #1010: A term is undefined and has no properties. at alpha_fla::MainTimeline/effectsTime() at flash.utils::Timer/_timerDispatch() at flash.utils::Timer/tick()
I'm looking for a good method to compare a single bitmap data instance against an array of stored bitmap data objects. I need to figure out how I can compare and arrive at the conclusion that the result either means that the images are of the same object/aka similar or if they are two totally different images. I tried checking threshold of the result of the compare() function but my efforts have failed so far.
I am working on a project in which I am suppose to maintain an array of movieclips, and I can also convert the movieclips into bitmap data. so I would like to know which one is the best to use either maintaining movieclip array or bitmap data array .
Is it possible to define the scenes and the frames in XML in Flash CS4, so that we can parse it in actionscript 3.0 and define the interactivity. I want to define all the UI elements and the event associated with UI like List control or button in XML format (XUL??) and then use actionscript to build the application logic. Are there some good examples?
I am creating a site in flash, and I have always had this problem when I make flash sites. How can I eliminate a scroll bar in the browser, and make the swf fill the entire browser window no matter what? Is it something I need to write in Actionscript? the HTML page?
I am wokring on a movie and I want to tile a movieclip instead of a bitmap in AS3. I have figured out masking and the bitmap tiling in AS3, but am still encountering trouble finding a good solution for simply tiling an MC symbol across a set width and height in AS3.
way to turn a movieclip with a complex shape into a bitmap so I can do a BitmapData.hitTestseeing what are the non transparent pixels colliding between two bitmaps?his is about a complex hitTest. (Yes I didnt finished yet )Im trying to make two movieips turn into two bitmaps so I can realize if theres a way tosee if one of the first bitmap´s non transparent pixel is colliding with the second bitmap´s non transparent pixel
I am having ongoing issue with using addChild(). Everything else works. The code below now loads all thirty five images and the addChild command is used directly on the Bitmap in initHandler in the ButtonClass.as excerpt below. Now I commented out the line that I was going to use to add these Bitmaps as children of the MovieClip in placeThumbnail function in the FLA. So I believe the only problem I have left is finding a way to get the Bitmaps to be children of the correct MC //This code excerpt is from ButtonClass.as
public function imgLoad(buttonMC:MovieClip) { imgLoader = new Loader(); imgLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, finished_loading); imgLoader.contentLoaderInfo.addEventListener(Event.INIT, initHandler); var link=buttonMC.entry_thumbnail; [Code] .....
I'm trying to add a bitmap to a movie clip in code. However, I'm having trouble getting the bitmap location to go where I want it because it's inside the movieclip and it just shows up at 0,0 of the movieclip instead of the coordinates I want it to be: Here's some of code so you can see what I mean:
imageBitmapData3 = new Lander(63, 53); _player = new Bitmap(imageBitmapData3); _gameLevel.addChild(_player);_player.x = 145;_player.y = 90; -Instead of showing up at 145, 90 It just shows up at the movieclip, _gamelevel, 0,0.
how I could get it to do what I want it to do? I want to add it inside the mc because I need everything to move with the _gameLevel background when I move it.
I am building a design your own jewelry, program for a jewelry company. what I want to do in theory is..
after the user finishes, convert the jewelry_mc into a Bitmap, send the bitmapdata byte array to PHP, then on the php side turn the Byte array back into an actual image and mail it in the confirmation page to the user.
I am sure im not the first to want to email an image dynamically created in flash before?
I'm loading bitmaps dynamically using AS3 and I'd like to fit/tile them within a movieclip. (like a texture but in 2D)
However, my movieclip is not rectangular and everything I tried resulted in the texture getting out of the boundaries of my movieclip and being displayed as a big rectangle.
I am trying to replace bitmap with movie clip. I got panorama viewer where bitmap is inserted, I would like to replace with MovieClip, this is the code in AS:
ActionScript Code: import panbox360.PanBox360Component; var panbox360:PanBox360Component = new PanBox360Component(stage.stageWidth, stage.stageHeight); panbox360.data = new Lake2(0,0);
[code]...
when i make movieclip using bitmap and make class from that movie clip with name Lake2, and press ctrl+enter I have 2 errors:
1. Scene 1, Layer 'Layer 1', Frame 2, Line 41136: Incorrect number of arguments. Expected 0.
2. Scene 1, Layer 'Layer 1', Frame 2, Line 41067: Implicit coercion of a value of type Lake2 to an unrelated type flash.display:BitmapData.
how can i replace this bitmap and use movieclip instead?
var myBitmapData:BitmapData = new BitmapData (612, 792); myBitmapData.draw(STData_mc); bm = new Bitmap(); bm.bitmapData = myBitmapData; stage.addChild (bm);
these are my code. I have a movieclip named STData_mc, first I want to use var myBitmapData:BitmapData = new BitmapData (STData_mc.width, STData_mc.height); but it bring me an error. so I changed like this. but this is ok. Finally, when I add "bm" to the stage, there is nothing, just a white space.
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 want to render a movieclip into a bitmap, and then chop the bitmap up into pieces (a grid). Ultimately I want this to result in an explosion but right now I'm working through the code that creates the grid of bitmaps. The test movieclip I created is a square with some straight lines and swirly colors, in order to make it really obvious whether I'm rendering the bitmaps accurately. I'm working just in the Flash IDE, and my movieclip (mc) is in the Library.
Which is the best way to colorize MovieClip using Bitmap?
[CODE]....
The event is MouseEvent. The target is MovieClip containing loaded image. Is this a good practice? I think that it is not, because it depends what kind of picture I load and sometimes the effect is not complete. Which is the best way to colorize image from bitmap pattern?
What I want to do is to fill in a movieClip with information I get from the MySql database and then maintain that MovieClip throughout the site which has swfs and web pages. how it is best done and easiest? Would a FlashVar have to be used? Could I just load something and have it stay inside while everyone accesse it?