i've been working on a project.. right now, i'm required to make something similar to tilelist component. i've to load external jpgs through as3, and then to resize on the stage.. what i'm looking for is: is there any way to render resized bitmap through as3 like flash does in tile-list component?
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.
I want to draw some combination of bitmaps, flash shapes, vectors, text etc and draw them programmatically into my movie using ActionScript, and then get every "rendered" pixel of my movie (at 100% view) into an array that I send to another program over TCP/IP. The first part of the question is if its possible to render a frame that is a collection of Flash elements as a bitmap? I know that I can iterate through a bitmap and get every pixel using the getPixel method but I'm trying to access the final rendered frame displayed on my screen, including, as I said Flash shapes and text.
The second question is what would be the best way to send this "video frame" over TCP/IP? Would I use an XML socket connection? That is the only way I know how to send data out of Flash over TCP/IP but I don't know if it is the only way - the help page says the data needs to be formatted as XML, which seems unwieldly for this application. I'm doing this now by using Max/MSP/Jitter to do a screen capture the size and location of my Flash movie and then send out the resulting matrix using a "jit.net.send" object (which lets you send frames of video over TCP/IP), but this is too clumsy for the installation I am building.
I've got an image that I need to programatically add to the stage. In Flash CS4 I did an Import to Library, Export for ActionScript, gave it a name 'myphoto', then inside of a custom class that extends Sprite, I do this:
var bmd:BitMapData = new myphoto(100,200); var myphotoBitMap:BitMap = new BitMap(bmd); addChild(myphotoBitMap);
It shows up on the stage much larger than 100 x 200. I tried
but that gets ignored, the image is still far too large.
I tried resizing after the Added and AddedToStage events, thinking maybe my resizing commands were not working because the image was still being processed in some way, but this doesn't work either.
I am loading an image using a Loader. Once loaded, I can get the bitmap data using Bitmap(event.target.loader.content).bitmapData. However since the images I am loading are quite large (around 2000 x 1600), I would like to reduce the size and create a new smaller bitmap maybe 200 or 300 pixels wide, sort of like a thumbnail. I think it has to do with creating a new BitmapData with the new size. However I am not able to get that working properly.
Is it possible to change the Bitmap size Dynamically in As3..Which is created from the movieClip . var myBitmapData:BitmapData=new BitmapData(450,282); myBitmapData.draw(my_mc); Now I need the same bitmap of 620X225. How to resize the bitmap without modifying the movieClip height and width.
So I am working on this project for work and we have a bunch of sprites with transform matrix that contain the rotation, scale, x, and y coordinates of various parts of a character, i.e arms, legs etc. so we are then drawing the individual sprites onto the same bitmap data. Then we store it in a vector and display it later.
The problem is the models are too big. So I want to resize them, without having to rebuild the entire matrix, since I don't want to go through every matrix in the sprites and manual calculate the scale, rotation, x, and y after it has been made samller. Is there a easy way to do this? To resize the bitmap data and maintain the data that is already set up to construct the model? I can't share the code but the psuedo code is: we create a bitmapdata of a specific width and hight.
We the loop through all the children of a wrapper sprite and do a bitmapData.draw of each of the children and use their matrix for the second param, and then have it build to the bitmap.rect.
I'm using the following code to load a .jpg into a movie clip container the problem is I need the container to be a specific size I tried loader.content.width = 50; and loader.content.height = 50; the height part works but the width doesn't work my image just expands beyond the stage width.How do i set the size of the movie clip container?I don't care if the image gets distorted i have a resize script for the images before they are loaded into flash.[code]
I am trying to resize an image and display it on stage but i get the.......... error 1119: Access of possibly undefined property bitmapData through a reference with static type flash.display:BitmapData........this is driving me a bit mad because i got most of the code out of essential actionscript 3.0.....I've tried to debug it myself but my debugging skills aren't very good yet
I am loading a fairly large image file and want to create a bitmap of the loader content. I want to then use this Bitmap and resize it according to the current dimension of the stage. However, I also want to keep the loader content as "originally loaded" as a reference in case the stage is resized and the user wants to view this particular image again. The way my AS is written as of now, I am manipulating the loader content. How do I not do this? How do I "copy" the loader content so I can manipulate the bitmap copy while leaving the loader content unaltered?
<AS> var lightboxImage:Bitmap = new Bitmap(); function resizeLightbox():void{ lightboxImage = myLoader.content; lightboxImage.width = myLoader.content.width; lightboxImage.height = myLoader.content.height; [Code] .....
in fact i used fr-ode's full-browser image code. but i dont want to generate full browser images. i want to build a structure like [URL] as you see in site, photos scaling automatically when you resize the window. can anybody write me a statement for this? here is the fr-ode's code which distroyed by me
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.
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),
If I have a BitmapData that's already been drawn onto a Sprite. Is there a way to redraw the BitmapData onto a Sprites Graphics object without having to invoke beginBitmapFill and passing in the same BitmapData?
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:
I have a bitmap which has several frames (packed along the horizontal axis). In order to render them I copy it to the backbuffer (larger bitmap) as follows:
Actionscript Code: public override function copyToBackBuffer(db:BitmapData):void{ if (active) var drawRect:Rectangle = new Rectangle((currentFrame-1) * frameWidth, 0, frameWidth,
In pure AS3, I have a pixelbender and a large bitmap. The pixelbender is configurable with a distance parameter to affect only a small area of the bitmap. The problem is that the pixelbender is executing over the whole bitmap. What would be the best way to update only the effected region of the bitmap? Given this config:
Is there a way to write a bitmap font right into the bitmap being desplayed? Mabey better worded: myBitmap.draw(image, t) draws a picture is there a way to draw text? I'm stuck even if its just a work around in some way I would like to know... (the current work around i have in my head is writing it in a movieclip turning that into bitmap data and drawing it... esentially creating a prototype answering my question... but a built in way would be easier probably).
I am working on image and i like to scale or resize the image by dragging and resize option.same working as "free transform tool" in flash (design part); i need same functionality in application.
I'm having a bit of a problem here. As per the title, my flash swf file works fine when tested from the IDE, but when I publish it and open it through the browser, the stage doesn't seem to resize along with the window.I post below a bare-bones example. The "back" movie clip should resize, only it remains at the starting dimensions
In AS3, I am loading a png from a zip file (nochump's zip library through ByteArray to Loader). The png can be up to 45k pixels wide but only 120 tall. This creates a problem in flash, as images can only be ~8000 pixels wide. A possible solution would be to split the images into 6 columns somehow. This would probably need to be done in the ByteArray state, because the limitation is in Bitmap and Loader.
I'm using Sandy to animate some objects in 3D. What I currently do to images which are EXPORTED in the library, I want to do to some bitmaps that I create using the DRAW technique. But it wont work :-(
CODE FOR 'CREATED BITMAP' : ActionScript Code: var bData:BitmapData = new BitmapData(myObject.width,myObject.height); bData.draw(mask5);
[Code]....
Sandy doesn't seem to treat the 'created' bitmap the same as those that are exported from the library.
I have Buttons which I have rotated vertically within a Canvas, that is working fine. The problem occurs, when the user resizes the window to a small size a vertical scroll bar appears, I would rather have each button squashed upto a smaller size.
I have a main movie here that loads in an external swf through a container mc. everything is aligned and positioned to where it should be, and they are also set to that value onresize. the problem is, when my swf is loaded in, it works fine and is in the right position, same when you resize it. BUT, if you resize the window before the swf is loaded, it misaligns, until you resize!!
I haven't worked very much with bitmap manipulation and I need to create an app that can find a bitmap (or a pattern of pixels really) in another bitmap.Are there other methods of doing it besides iterating through the pixels and using getPixel()?I'm of course looking for the most effective solution.