ActionScript 3.0 :: Set A Color To Appear As Transparent For My Bitmaps?
Feb 19, 2009How do I set a color to appear as transparent for my bitmaps?
View 13 RepliesHow do I set a color to appear as transparent for my bitmaps?
View 13 RepliesIv created an app in work which needs a rubber. I basicly have a tool to draw line (paint/pencil). This draws over the entire stage area, including over buttons and interactive mc's. Once i draw the line i then want to be able to erase bit of it.
To this end iv made an eraser tool, which works well. I turn the line into a bitmap, then turn the eraser line into a bitmap and use BlendMode.ERASE to erase one from the other. My problem is, because when creating the bitmatdata i have to create a rectangular shape, the area created then means that i cant access any of the buttons underneath.
here is my code:
ActionScript Code:
//line array is an area of all the line objects which are currently live on stage.
for(var i=0; i<lineAr.length; i++){
[code]....
The way i see it i need to remove the transparent pixels from delBitMap once the erase has been done.
I have an image and i want to remove white color from image.That removing color is same like its background color. If anybody have any idea of this problem please answer?And my application in Flex 3 so please send me action script code of this problem.
View 2 RepliesI'm using copyPixels to copy a parts of a larger Bitmap to smaller Bitmaps to use for individual MovieClips. However, around there is still some extra space white space and corners around the Bitmaps' edges left over. How do I set the color white in the Bitmap to be transparent so I won't see these unsightly edges?
View 2 RepliesIs there a way to set the background color for the stage to transparent instead of a color? I only see color as options when clicking in property manager for the background.
View 6 RepliesI've been working in flash for an independent studies course and I've come across an issue that is halting my class's progression. My Fill Color swatch is stuck as a transparent color and when i attempt to change it by clicking a color or typing in the color's code it doesn't change. Update:
-The issue is still there, but I've found that if I click the "black and white" option it enables the ability to change the fill color again, but only after that.-
-Another issue is that the color of text is also stuck on transparent unless I go into the color window, the box that allows you to select custom colors, and select a color from there.
I have a code like this:
[Code]....
I want to make the white color in the generated PNG transparent.
I am using ColorMatixFilter on an Image in Flex. I am really close to getting want I need out of the filter.Basically any PNG file the user uploads I want all pixels that are not transparent to be colored black. I have a function that sets the "brightness" already so I just through a really large negative number at it like -1000 and it does the job but the problem is any pixels that have any alpha to them, say 0.9 or below all end up being white when I encode my PNG file on the server later.
[Code]...
I would like all pixels to be solid black unless the pixel is completely transparent and not sure how to tweak the values to get that out of it.
I'm trying to figure out the best way to compare a single bitmap against perhaps an array of saved bitmaps to see how close of a match it may be to any one of the bitmaps stored in the array. Right now I'm running a for loop that uses the bitmapData.compare() method to try to compare to see how much of a variance there is but... to be honest I'm at a loss as to how to use the resulting data to do so. Does anyone know of any good method to accomplish what I am trying to do? Forget looking at my code it's a waste of time because simply, it's not working.
View 4 RepliesI am using lightbox++ to load images outside of flash in order to make that work I have to set wmode=transparent in the object properties But doing this lightens the gray color used in the swf.. Without adding wmode=transparent Screenshot with wmode=transparent
[code]...
I am trying to make the stage background color transparent.I am working with breeze, and I want to import a .swf into the powerpoint. However, I don't want to interrupt the powerpoints slide design.Therefore, I would like to make the .swf's background transparent.Is there a script for setting the stage background alpha to 0?
View 1 RepliesFor example, I have a transparent png file, the shape is a car.In the png file, I only draw the white border shape.Outside and inside the border are all transparent.
I want to use actionscript3 code to show the car object with different color, it means only fill color inside the border, and for the outside of the border, keep transparent.How to do that?
So far, the simplest workaround is to prepare many images with PhotoShop, but it's not good enough for me. When I have many shapes and use many colors, I've to prepare many many images.Add more details:(Because I'm using white border, you may not see the basic png file if your background of browser is white)
Does anyone have a simple example of modifying the style of aScrollPane component to set the pane area to transparent?
View 1 RepliesIs it possible to make the Background Color of the entire Flash Movie transparent?
View 1 RepliesI imported a video into flash and have a transparent photoshop layer to create an iPod skin. The video works fine, but I cannot get the "stage" to be transparent so that you do not see the flash background color behind the iPod skin.
I've read in the forums and have followed the instructions here from Adobe. If you look at my code, I have
[Code]...
I'm trying to draw PNGs onto BitmapData that is transparent.
I create my BitmapData like this (using ARGB for the color):
new BitmapData(width, height, true, 0x00000000);
And clean it by using the same ARGB value:
bitmapData.fillRect(bitmapData.rect, 0x00000000);
When I use copyPixels() to draw graphics onto the cleaned BitmapData, I get this result:
If I don't use ARGB for the BitmapData color, it works fine:
But I have to specify a solid fillColor, meaning I can't render what's behind the Bitmap.
How can I make my BitmapData transparent, but not have the above occur?
I am creating a map in flash cs4 with all the countries on it. I used photoshop for creating the map and separated countries. Now I imported all pngs in Flash and I want to give Mouse CLICK event and Mouse Hover on all pngs, but as the transparent pixels are overlapping the other states, it is getting difficult. So, I converted all pngs in movieclips and now then I broke up pngs. Now I want to delete all pixels having alpha 0 using eraser tool, as per the borders. And I have to do it manually for individual countries. So is there a way to remove transparent pixels from the bitmap data?
View 2 RepliesI have two png's that kind of look like paint brush strokes. they have some transparency in them that lets the stage colour bleed through a bit.
I am adding two of these images to the stage in AS 3. One adds quite fine - looks as expected. The second one however doesn't have any transparency other than around its edges. What i mean is it looks more like GIF than a PNG. Rough around the edges, no transparency "inside" the image itself (where there should be)
i have tried re-creating the image (yes it IS a PNG) which did nothing. I ensured the library item is not being treated as a JPEG. I also even tried externally calling the PNG to see if that made a difference. Unfortunately it did not.
why this second PNG doesn't seem to have a transparency set?
i have a button, with instance name lightblue_color. I am assigning a color to its color field like this: lightblue_color.transform.colorTransform.color = 0x65ffff; then i am adding an eventlistener to the button like this: lightblue_color.addEventListener(MouseEvent.CLICK, ChangeColor); Then, in the function: public function ChangeColor(evnt:MouseEvent):void {trace(evnt.target.transform.colorTransform.color);} It prints 0. Why is that? Shouldn't it print 0x65ffff or do i need to do some type conversions?
View 2 Repliesthere are few comments i hear from other people. some say the axis of the carousel crooked and the icons are pixelated when they are scaled down. i m trying to add a transparent video of myself in the center but when i mask the carousel the embeded swf files also get the mask so i was wondering if there was a way to make the icons have alpha 0 when they are back all the way.. here s the link for the regular website [URL] and below is my actionscript
[Code]....
If I've set a color for an MC with new Color(),how can I remove that color again?
Code:
onClipEvent (enterFrame) {
if (this.hitTest(_root._xmouse, _root._ymouse, true)) {[code]..........
I have a movie clip that I add Bitmaps by using addChild(). I was wonding how would I go about displaying the next image that I added because as of now it is stuck on the first image.
View 3 RepliesI was wondering which method would be the most efficient (run faster)...Lets say I have multiple layering of animations, say a moving sky, then birds, then fireworks ordered respectively. Is better to have one bitmapdata (called BD) then do a copypixel of sky, then bird, then firework at every tick (I'm using a timer) and put it in one bitmap.
Or is it better to have 3 bitmaps (and put into 3 different sprites) with the animations separated, so when I update the birds I don't have to update the sky.share any knowledge on pros or cons of using multiple bitmaps vs using one bitmap in that situation. Aside for the increase of initial memory used.
I'm loading some external images and trying to get them to smooth, but for some reason it's not happening. i've been trying everything i can find on the internet over the past 10 hours or so, and nothing's worked.The code on my movieclip (first frame) is:
[code]...
my images are very high-res, so i know it isn't a resolution issue. anyway, they look crappy when they're sized down too. also, i'm pretty sure smoothing is the issue, because i have a very similar image in the library (a detail from the same shot, and similar resolution, etc.), and it looks great when i allow smoothing in the bitmap properties panel.
I want to know if there is a faster way to take several bitmaps and arrange them one after another in a single layer in a movie clip.
This is how I am doing it currently.
Stage 1: Import the bitmaps to the stage
Stage 2: Distribute the bitmaps to layers
Stage 3: Make the first bitmap a movie clip symbol and cut the other bitmaps' frames
Stage 4: Go into the symbol, create a new layer, and paste the frames.
Stage 5: Click and drag the other frames into one layer, one after the other.
I now have a single movie clip with all my bitmaps ordered one after the other in the timeline.
I have a Bitmap where I can draw on. After some seconds I want to let the drawing fade away and blend over to the original picture/bitmap. Can I do this with the blend mode by drawing the original bitmap on it? I tried something like this and of course it isn't right. Just copying the alpha channel if I get the documentation right.
dstBitmapData.draw(srcBitmap,null,null,BlendMode.ALPHA,null)
dstBitmap = new Bitmap(dstBitmapData);
I want to put some percentage to the destination bitmap. So that after doing this some frames the original picture will be visible. As the user can interrupt this by start drawing again I want to use the BitmapData object dstBitmapData.
I wish to add some 3D bitmaps to my 2D game. Everything is currently drawn via copypixels into the only movieclip and that is rendered. Am I correct in that I need to create (for example) a sprite, add a bitmap to it, perform all my 3d transformations and then simply .draw the result into my bitmap? If so are there any simple examples of doing so, also what about camera, focal length, perspective etc. etc. Are they taken into account before the .draw?
View 0 RepliesI'm working on better performance on mobile device with gpu rendering set to on. I use only bitmaps for animations, but I have some doubts:
1. If my content is poor bitmap (jpg or png file) should I cache its container as bitmap?
2. Shoud I use cacheAsBitmapMatrix for my bitmaps to have smoother animations or poor bitmaps are already optimized?
I have a jpeg that I have exported to actionscript via the library. The jpeg class is "adcouncil". If I want to add it to the stage I would use the following code:
Code:
var adcouncil = new adcouncil1(150,150);
var myImage:Bitmap = new Bitmap(adcouncil)
printMC.addChild(myImage);
The problem is that I want to ad these Bitmaps to the stage dynamically. My first instinct is:
Code:
var adcouncil = new this["adcouncil1"](150,150);
var myImage:Bitmap = new Bitmap(adcouncil)
printMC.addChild(myImage);
[Code].....
Trying to add EventListeners to Bitmaps.Can I add an EventListener directly to a bitmap?If I load an image to a UILoader then addEventListener to the UILoader instance that works just fine, but if I use a Bitmap instead, nada...I could load the Bitmap into a Sprite and add the EventListener to that, but would prefer the direct method...
View 4 Replies