I am trying to do an image capture while in full screen, however the full image area is only partially captured, or the coordinates are off (see images below). The document size is 100x700, and the stage is set not to scale / aligned to bottom.I've been able to capture the right size, however it always seems to capturing the image from the wrong start x,y position. There is some elements out of bounds but I am just trying to clip them depending on the current stage width and height. In the source files you will see a few of my attempts commented off (below/attached).Fullscreen Capture :Normal Capture :
CODE : import com.adobe.images.JPGEncoder; ///---------- [ Set Variables ] --------///
I am trying to do an image capture while in full screen, however the full image area is only partially captured, or the coordinates are off. The document size is 100x700, and the stage is aligned to bottom. I've been able to capture the right size, however it always seems to capturing the image from the wrong start x,y position. There is some elements out of bound but I am just trying to clip them.In the source files you will see a few of my attempts commented off. Is anyone willing to help me troubleshoot this?
Here is a live link :
[URL]
If you right click you'll see the save as wallpaper option. It works properly while in normal display but everything gets offset in full screen mode.
I'm trying to grab the BitMapData from an Image, convert it to JPG, and send it to a server where it will be written to a file. It "looks" like it works, the resulting .jpg is the right size and displays in an image viewer, but there is no picture... just an off-white background. Here's a code snippet:
imgTemp.addEventListener(FlexEvent.UPDATE_COMPLETE , imageLoadedHandler); ... private function imageLoadedHandler(event:Event):void { if (imgTemp.width == 0) return;
[Code].....
Then send "ba" to the server where it's written as a .jpg.
The data "looks" right when I receive it on the server, correct length, bits look the same.
I have some images I would like to display in TileList in Flex. My TileList dimensions are 2 columns by n rows. What I want to do is to display the first item (row 1, column 1) empty and not clickable, and to start displaying my items from row 1, column 2.I also wonder when I create click event for the same TileList, is there a way get an index of clicked element?
1. I create a board class in board.as as so, public class board extends Sprite { public function board(p1:Number = 0, p2:Number = 0, p3:Boolean = true) { this.mouseEnabled = true; addEventListener(MouseEvent.CLICK, go); } private function go(e:MouseEvent) { trace("mouse clicked"); }}
2. In .fla, I declare the document as an instance of the board class. 3. Clicking anywhere on the document's UI, no tracing output. 4. If I put a textfield as the child of board object (by adding these lines, var tf:textField = new textfield(); --- addChild(tf); In the constructor), I do see above trace() working. What am I missing? How can my board class receive mouse click?
I registered a very simple button event listener in A.mxml:
<mx:Script><![CDATA[ import mx.controls.Alert; public function Handler():void
[code]....
It works fine when clicking the button everytime.Now I want to have something interesting,that is,I want to capture this buttonClick Event in another mxml file,say B.mxml and do something in B.mxml instead of A.
When I publish the file, I'm getting the following error message in the Output panel:
**Error** Scene=Scene 1, layer=Layer 2, frame=1:Line 7: The class or interface 'BitmapData.loadBitmap' could not be loaded. var plaid:BitmapData.loadBitmap("plaid");
I am trying to use the reflect class from "http://pixelfumes.blogspot.com/2007/03/reflection-class-v3-with-source .html" but I keep getting this error:
ArgumentError: Error #2015: Invalid BitmapData. at flash.display::BitmapData() at Reflect() at Site_fla::GalleryPage_29/loadThumbs() at Site_fla::GalleryPage_29/sortXML()
[Code]...
btw, first I used assigned thumbContainer as the mc argument (outside the loadThumbs() function) and it worked but not exactly what I wanted... because I thought it is supposed to update when the movieclip is animated but it actually didn't... when I use a scroller, only the thumbs that are first loaded to the stage get the reflection..
I've been using BitmapData.copyPixels() to draw graphics onto a canvas (Bitmap).I need to rotate the resulting graphics without the use of draw() because it's vastly slower.How can I rotate the target graphic? I'm assuming that there might be a formula or library that I can use which will first reorganize the pixels that make up a graphic based on an origin (point) and radians.I'm pretty certain that I'm not capable of creating such logic, so if there are any known libraries that do this, that would be awesome.I'd like to achieve something similar to XNA's SpriteBatch.Draw() method, which accepts rotation as its 5th argument.
how to use the bitmapData collision method. Now I'm trying to figure out if there is a way to see at what angle or coordinate of the bitmapData the collision happens? I need it in order to figure the accurate bounce angle after the collision occurs.
I'm currently working on a flash game and I need to know how to addChild a BitmapData or draw a BitmapData to screen. If I can't than how can I give a DisplayObject my BitmapData?
I've made a mobile version of my software, with low-res images and such, and I can now fully buffer all my content (including a 360 frame animation which is buffered to memory). Problem is, that everytime I update the view, more memory is used.When I write image = new BitmapData();, does it store the previously created BitmapData's in memory? Do I have to flush the memory somehow before I draw my second picture in BitmapData?Example:
ActionScript Code: // In this example I draw using the same bitmapData several times, also //overwriting the first image. Do I have to somehow delete the data first, to
so I'm working on an app requiring me to lay some simple HTML as multicolumn text, and hacking around w/ g.skinner's old regexp method of reflowing as3 TextFields. I'll be happy to share this code if I can get it working. No desire to get into screwing with text.engine at this point, and this has to be back compatible to FP9 anyway.
So I'm back-and-forth parsing from likely break points to determine if we're in a tag here, and jump ahead to the end of it if we are. The ridiculous issue I'm up against is simply that there doesn't seem to be a TextField method for getting the htmlText offset -- NOT the visible text offset -- of a character. Is there a way to do that?
I am trying to make a pong like game but i need to find the offset from the center of the paddle so that i can make it bounce differently depending on where it hits the paddle. How can i achieve this?
I need to check (for my own good reasons) whether the cursor is located within the bounds of a particular object. I'm using a simple code to do this...
This, theoretically, should work perfectly! However, there is an offset (and one I did NOT set, mind you!) of about 16 between the hsSlot1's visual position (where it appears to start on the screen) and hsSlot1.x. There is a similar offset on the y axis, but I haven't measured it yet.The only thing I can think of for this is that hsSlot1 is an instance of a button (one with only one state at that) that was scaled to fit. However, I don't think that is it, because the numbers show that the entire object is merely offset at its current size.
im trying to actionscript a simple animation where a combination of MC's move towards areas on the screen triggred by mouse events.What would be the best way of gradually ofsetting a MC, with the control to stop them with further mouse events.I have used tweens (example below) but i need to be able to stop them mid tween, i have tried using if statement to stop the clip but i cant seem to overide the tween.I have limited experience but im guessing a time based loop that i could supply an if statement withbooleons would be my answer. Are time loops possible with actionscript 3.(my thinking is(mouse event. start time based loop -offseting MC- Mouse Event 2 stops loop with if. )
tween example i used (function moveToLeft(event:MouseEvent):void { xMovement = new Tween(walkMC, "x", None.easeOut, walkMC.x, mouseX, 8, true); )
ive found the timer class, i should be able to make summit work with this
How do I determine where an MC's center is relative to its edges?
I'm developing a tool that a variety of noobs (as if I'm not still a noob) will be using, and I don't trust them to keep art with 0,0 being the top left corner.
How do I figure out that the left edge is now at -111px, and the top at -52, and the right at 12, and the bottom at 334?
Or what if they draw it so the left edge is at 56px and the right edge at 583?
Essentially, I want to determine the center of my artwork, wherever it is relative to the center of the MC
I got a bit of code, need head the arrow towards mouseX and mouseY. Everything almost done, but I get some shaky effect if mouse is too close to the object. Just look into .fla.
I've developed an FLEX application for distributed data administration. When our Asian employees specify a date, it will be saved +1 day.If I check my timezone offset it is +60, their offset is +520.
var dNow:Date = new Date(); trace("Your time zone offset: " + dNow.getTimezoneOffset() + " minutes");
I assume this is the problem? If so, would you suggest that I correct the entered date by 460 minutes before sending it to our server for saving? How to do that?
I`m making a game where the player follows the mouse and shoots towards it. But I realized the laser-thing didn`t seem to be coming straight from the player. So I added a line going strait up and down on the player movie clip, and it seems that the rotate code is slightly offset.
i'm currently re-using a code snippet of xml gallery with scrolling thumbs, but i got a problem : my mask is stagewidth and my pictures holder depend of thumbs numbers, sometimes after resizing windows browser, while scrolling to the browser sides limit i cannot see the end of the last pic or the start of the first pic
I am programming an instrument that has a feature for the user to offset the clock by the timezone that they are in. I have your basic clock functioning and give the users the ability to select their clock offset and store both the offset Hours and the Minutes in separate variables... My question is how to i take these variables and have them calculate/ update this standard clock function that i am using below:
I've ran into a weird problem with getCharBoundaries, I could not figure out what coordinate space the coordinates returned from the function was in. What ever I tried I could not get it to match up with what I expected. So I made a new project and and added simple code to highlight the last charater in a textfield, and all of a sudden it worked fine. I then tried to copy over the TextField that had been causing me problems, into the new project. And now the same weird offset appeared 50px on the x axis.Everything else was spot on. So after some headscracthing comparing the two TextFields, I simply can not see a difference in their properties or transformation.
So I was hoping that someone might now what property might affect the coordinates returned by getCharBoundaries.
Here is the problem. I've created custom RectangularBorder and set it as border skin for TitleWindow. After this manipulation inner content of window is starting at 0,0 point of it. How could I set offset of it?
Just setting top padding does not work because scroll bar still begins from the top of the window after this manipulation.
I'm projecting some vectors using the Utils3D.projectVectors() method. This gives me the (x,y) screen points. Then I'm using graphics.drawGraphicsData(); to draw a GraphicsTrianglePath containing these points.
The points are drawn at the top left (0,0) of the stage, but I want them to be at the middle (275,200). I know there are several ways of doing this, like for instance, adding 275 to all the screen points x values, and adding 200 to the y values, but I think that would be a massive operation.I can also set the sprite containers x and y, but I want its position to stay in the top left.
I have succesfully achieved a mouse follower using the following code, [code]the part I need to understand how to change is:I want to offset the MC in relation to the mouse pointer,probably by assigning variables, not sure though.
Ive been looking at the following tutorial: [URK] but i can't seem to get it to work. If anyone has completed this tutorial, is there any chance of you uploading the fla for me to play with...?? Im trying to use the Star/Space effect located at the bottom of the page.
I've cut and pasted the random motion tutorial code into my movie, and for some reason the movie clips that are moving migrate to the bottom right off the movie, off-stage. I've tried setting the registration point of the movie to the upper left, but that didn't help.