ActionScript 3.0 :: Desaturate A Bitmap With Code?
Oct 1, 2009can you desaturate a bitmap with code?
View 3 Repliescan you desaturate a bitmap with code?
View 3 RepliesI'm working on an app for iOS where I want to load content dynamically from the library that contains text and graphics inside different MovieClip's.However, I have a problem, the code I have is for bitmap!How can I change it so it works for MovieClip instead?I want to use the MovieClip instead of bitmap?Also want to use the MovieClip class instead of Sprite class?[code]
View 5 RepliesI am developing an application for iPhone retina display and need to be able to desaturate images.Now, everything I have ever seen says to use the color matrix filter... and this does work on the pc... however, because I am deploying on the iPhone - filters - ALL FILTERS, are not supported... and therefor do nothing.
View 4 RepliesI use flash CS5 on my mac and I would like to use this font. Would it be possible to turn of the anti aliasing of the font for better legibility and crisper edges when programming.
View 1 RepliesI'm working on an app for iOS where I want to load content dynamically from the library that contains text and graphics inside different MovieClip's.
However, I have a problem, the code I have is for bitmap!
How can I change it so it works for MovieClip instead?
I want to use the MovieClip instead of bitmap?
Also want to use the MovieClip class instead of Sprite class?[code]...
I'm new to as3 and programming and I'm trying to add a bitmap to a movie clip in codeHowever, 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);
[code].....
I am trying to create small flash application which would allow me to fill movieclip with different texures/bitmaps using actionscript. It should work something like this:Click herebut instead of fill with different colors movieclip should be filled with different bitmaps/textures. I have find tutorial for changing colors but not sure how to realize this to change textures.Perhaps there is some other solution beside using actionscript for which
View 2 RepliesIn the following code the line after the if statement gets run even when "BITMAP" is null. Why is this?
public function get BitmapHeight ()
{
if (_bitmapHeight == 0 && BITMAP != null)
_bitmapHeight = BITMAP.bitmapData.height;
return _bitmapHeight;
}
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.
[Code]....
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?
View 1 RepliesI'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:
Code:
// bitmap test
import flash.display.Bitmap;
import flash.display.Bitmap;[code]......
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,
[code].....
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:
[Code]...
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).
View 2 RepliesIn 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.
View 2 RepliesI'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.
Letīs say I have a bitmap with 3 colors: red, green and blue (not mixed)
What if I wanted to make a bitmap of the red part of the first bitmap?
Iīd like to take the red pixels from first bitmap (and its positions), and make another bitmap.
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.
View 14 RepliesUse the flash CS4 tool's on a bitmap image after tracing the bitmap image and applying my settings?
View 10 RepliesAs stupid as my question might sound, i have spent the last 2 weeks reading oop books; but could use some guidance. I have a flash project that is basically a supped up slide show. On the stage i have the following: main_mc (instance name = images_mc) = movieclip which holds "pictures" ui1 (instance name = ui1_mc) = user interface that allows user to draw on picture (when drawing is enabled) ui2 (instance name = ui2_mc) = activates invisible hit areas (buttons) on select pics, when hit area is clicked, we jump to another pic in the main_mc.
I accomplished all of this on the timeline, but am updating the code to OOP. I am having A HELL OF A TIME trying to figure out how to store references to the instances (images_mc etc..), so i can control them from varying class files. I have found it is easy to control the instances from the documentclass, but not from unrelated class files. Example: images_mc.stop(); works in document class; but ovieclip(Parent).images_mc.stop() doesn't seem to work from any class file.(ui2 class file for example);
[Code]...
here's a part of my code:
player_mc.onEnterFrame = function() {
if (enemy0.hitTest(this)) {
enemy0.speed = 0;
} else {
[code]...
Note the red code, I need to repeat this an unknown amount yet multiple times but with the number on the end of enemy incremented by 1 each time. It starts with 0 as you can see the code just above the red. I heard about for loops using 'i' but im unsure about how to use it.
edit: ah, this forum isnt letting me highlight red. Everything in this editor is also failing. well, when I say code in red i mean this code:
if (enemy1.hitTest(this)) {
enemy1.speed = 0;
} else {
enemy1.speed = 1;
}
I'm looking for a way to have my main timeline code interact with code inside of a symbol.I'm tying to get my timeline inside the symbol to gotoAndPlay(10) when something happens in my main timeline code.
View 3 RepliesI'm looking for a workaround to the "AdSense does not let you choose only images but no flash" issue. I'm rather a newbie to JS, but is there any way for one script to prevent other scripts embedded in a site from detecting the presence of the flash plugin? Even if it doesn't work with AdSense, it would be nice to know if there's a hack to do this that might work in other settings.By the way, I suppose I wouldn't care if it failed to work on IE or obsolete browser versions.
View 1 RepliesI have attached a simple test fla.I am trying to centralize my code in all my movies using dot notation instead of spreading my code all over the place. It never works, I must be doing something wrong.The test .fla has a movieclip with a timeline animation. I used the linkage identifier to name it 'reload' AND named the instance 'reload'.
_root.reload.onRollOver = function() {
this.gotoAndPlay(2);
}
The pointer doesnt even change to a hand.
Got to the point where the hole in my AS3 knowledge is getting large!Realising I have confusion about the relationship of:Body of code on first frame of AS3 file.(Which I have so far used to create instances of library objects using addchild and make calls to class code).Is this code called the document code? What do people call it?Numerous classes linked together by extending each other etc.Library objects (usually graphical objects)Should it be done differently? have the following problems due to lack of understanding:Addchild complicated from a class but straight forward in main body code.Cant call functions on the main body code from classes, because class code does not know the main body code exists?
View 1 RepliesI have 2 tables,a main table with a field code as primary key, and other table detail, named p.e. DetailTable, with 3 fiels as primary key.What I want to do, it's a delete a row in MainTable, all the rows in DetailTable,where field code is the same as field code in MainTable should be deleted too.Here is the SQL to create the tables.
var sql2:String = "CREATE TABLE IF NOT EXISTS MainTable [code]....
when tables are created, insert data. I connect without problems, delete a row in MainTable (see the code), for example delete row with code=4, but in the DetailTable, all the rows with code=4 are NOT deleted Why?
[CODE]// Inside a class
private var conn:SQLConnection;
public function constructorClass(){conn = new SQLConnection();ConexionBD();}[code]...
I've literally been staring at this for 7 hours. I'm missing something.I have two movie clips on the stage. The instance name of the first is puzzleAK. The instance name of the second is pieceAK.The first is linked to a custom class called GeoPuzzle. The second is linked to a custom class called GeoPiece.The code compiles but throws an error (as explained).The code in the main timeline:
puzzleAK.fullName = "Alaska";puzzleAK.abbrev = "AK";puzzleAK.isLocked = false;trace ("made it through puzzle definitions: " + puzzleAK.fullName + " " + puzzleAK.abbrev + " " + puzzleAK.isLocked);
[code].....
Is there a way to make code on the timeline and code in a separate AS file communicate with each other?I have two buttons, a yes button and a no button.I have a confirm box which is a movie clip. In the movie clip I have the two buttons on it and code so that every time one of the buttons is clicked it runs a function.I have the rest of my code for the movie (so the code to make the confirm box appear) on a separate AS file.Is there a way I can define the functions on the movie clip and run the functions with the separate AS file?
View 7 RepliesWhat library/API or even a program for converting flash code into html 5 code automatically do you recommend me?
View 2 Replies