In my flash IDE library there's an imported jpg Image. Its class base is automatically BitmapData. How to get its data ? The following doesn't work:[code]But how to do without using away3d just for it!?
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");
[ Embed('Assests/ui/Main.swf', symbol='backgroundImage')] private var background01:Class; private function getBitmapData(className:String):BitmapData[code]....
I want to return bitmapData from a symbol that is embedded in a flash swf file. background01 is the class name exported to as3 in the flash swf file. As you can see from above I'm finding the swf with no problem. and I'm pullin the data back from the swf file with no prob. I can type addChild(new background01) and the image will show up. But when I've tried to cast to a bitmap , bitmapasset and movieclip. It always returns null. I want to get access to the bitmapdata of this image/movieclip. It should be returning a vertex circle drawn in flash and created to be a movieclip symbol. So what I would expect to be returned would be a MovieClip.
I am working with the BitmapData class for the first time for a transition and I am running into a problem loading a new image from the array. I have modified a tutorial from flash-db by Jorge Solis. The function dissImg is firing but I can't work out how to load another image from the array into the container! Please see the code below:
I am using BitmapData to draw the objects in my game. But, I'm not sure I am using this in the best way.In each class I have a draw method where I call a renderer where copy the pixels of my object to the game canvas.For example, I have an Avatar class and its contains a BitmapData instance. There is a method where I draw my character into the bitmapdata of this class and I apply the filters or visual modification I need frame by frame. When I finish this process I copy the result to the main canvas. It is in a renderer class that contains another bitmapdata.I believe this is not the best way to render the objects of a game.
///Get BitmapData from library in SWC var ClassReference:Class = getDefinitionByName(products[i].producticon+"Data") as Class; // Create new BitmapData Instance From it
[Code]....
I get null in the trace. How do I make a dynamic class that I can refer to for this bitmap similar to how your reference a class from and embedded media?
I'm trying to use BitmapData Class to capture an animated movieclip and adding it to the display list by using addChild, but it's causing my computer to bog down because it's adding a zillion children. what do I do to remove the old, or rather, update the current child with the new one?
I am using bitmapData and bitmap classes to render a mouse cursor on the display screen. The bitmapData consists of an area whose colors should be inverted according to the background color. This is a very basic thing which could be observed with text cursor(the vertical line with two small horizontals on top and bottom), when moved over the text area. want to be able to do the same with the pixels in my bitmapData, is there a way to find out the background color effectively and invert the color values? In this process i will be redrawing the whole pixels, is there any other efficient way to do that ?
I am developing an application similar to MS Paint. I am building a Flash Paint application. The basic structure is this. I have two layers namely topLayer_mc and bottomLayer_mc. The actual vector drawing is drawn on the top layer and onmouseUp of the tool, a bitmap copy of the vector graphics on the top layer is taken and added as a bitmap to the bottom layer. The top layer is cleared subsequently. It is working for the pencil tool.
Now I need to create an eraser tool. This is where things get tricky. In the application there is an option to save the image as png, so alpha has top be preserved. So the coventional method of draw a brush using the vector and using the draw method of bitmap will not work. Of course, on a visual level it would work if the brush drawn using the vector is to have the same color as that of the background. The eraser's are rectangular in shape.
The technique I am tring to use is to use the copyChannel method of BitmapData class. Specify a channels (say GREEN channel )hex value as 00 and make it as the source. Then make the destination channel ALPHA. I got it working without using movieclips as shown below.
I'm trying to make an scratch lottery ticket in as3 by using the bitmapData class. The scratch function is working fine, but I want to add an function that is challenging. When 75% of the lottery ticket surface is scratched of I want to trigger an event.
My ActionScript Code: var toolsize = skraper_mc.width; var tooloffset = toolsize/2; var basepoint = new flash.geom.Point(0,0); var bitmap:Bitmap=new Bitmap(); [Code] .....
I am trying to rebuild "Pixelator" class writen by Eric Hallander, becouse I need it for my personal site, and orginal class doesn't give me all that I need. I thought I have everythig right scripted but after compilate debuger gives me an error:
ArgumentError: Error #2015: Invalid BitmapData. at flash.display::BitmapData$iinit() at tmk::Pixelate/::pixelateOut()
This is code of my MainClass - calling a Pixelation effect: Code: package src { import flash.display.Sprite; import flash.display.MovieClip; import flash.display.Bitmap; import flash.display.BitmapData; import tmk.Pixelate; [Code] .....
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 am having an issue with compiling a .swf. I get the following error on what seems to be related to the images. There is about 40 that are all very similar the the error code listed below:
5000: The class 'com.decalmywall.Emb_EMB_BORDER' must subclass 'flash.display.BitmapData' since it is linked to a library symbol of that type.
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
I am having an issue with using BitmapData.draw(stage). I am getting the following error:
SecurityError: Error #2123: Security sandbox violation: BitmapData.draw: file:///C|/Documents%20and%20Settings/bla...bla...bla.swf cannot access null. No policy files granted access. Here is a portion of my code:
var bd:BitmapData = new BitmapData(2800, 2100); bd.draw(stage);//this is where the error happens All of the files referenced (.xml/.jpg/.swf) are located in the same local folder as the main .swf. How do I get around this error? The main objective is to print the stage using PrintJob(). I am using Flash Professional CS5.5 and publishing to Flash 10.0/10.1. Let me know if I need to supply any more info.
The title might be a little misleading. Look at my code and I will explain
public static function loadTile(tileDir:String = "empty"):void { if(tileDir != "empty") { tPoint = new Point(0,0); tRect = new Rectangle(0,0,30,30);
[Code]...
I am trying to do tiling with sprites. I want my tiles to be interactive, so that is why I am using the sprite object instead of using regular bitMaps to represent my tiles. You might be wondering why I wouldnt just use graphics.beginBitmapFill(tImage); and graphics.drawRect(0, 0,tWidth ,tHeight ); to pick out the tiles I want to use. Well reason being is because it turns out that drawRect() first and second parameters actually alter the location of where the actual sprite sits at.
So if I set the x and y properties of the sprite to x = 20, and y = 20. then I set my drawRect(20,20). it actually adds an extra 20 pixels to my x and y coords of my sprite. And I know the reason why, I just need to know a better way.
I'm having some problems importing a class, the message that Flash gives me is this; The class being compiled, 'ImageLoader', does not match the class that was imported, '[URL]'. The only line of code in my flash movie is this: import com.martijndevisser.*; And yes, the class is in that folder The class is from here: [URL] I've used the class before and it works fine, I just dont know what to do?
So due to my lack of time to research this and my strong curiosity for the matter:Does anyone know of any publicly available classes or ways to convert an array of BitmapData to a video format ByteArray (going to save it since I'm using it in an AIR project)?
I was considering writing my own class for it but started in the research and decided it's a very highly developed field and is hard to quickly find the basics of how to handle it. Thus it's usefulness outweighed it's opportunity cost for the time I have unless there is an already made class for handling this.
Mainly was considering this for short clips that one would create for logos etc so that one can display the logo in other environments with ease.
I have a bitmap with a different bitmapData on it (done through copyPixel) and I was wondering whether there is built in function that can determine what BitmapData the user is clicking on? how to best figure out which BitmapData is clicked, or do I have to do x,y pos comparisons manually?
Are BitmapData objects automatically GPU accelerated for rendering, rotating, and scaling,or does the bitmap they connect to need to have cacheAsBitmap set to true?
I'm trying to load several jpeg images dynamically XML into bitmapdata object in fla. I can see them on the stage of this .swf file.However, I load it into another .swf which is my main to call while clicking on one of menu option.I got this error:Error #1034: Type Coercion failed: cannot convert com::Fashion@1daf4ca1 to flash.display.MovieClip.Does anyone know how to convert that??
private function initBitmapFile(file:String):void { loadBMP = new Loader();
I'm trying to replicate this function from the Allegro graphics library:
void stretch_blit(BITMAP *source, BITMAP *dest, int source_x, int source_y, int source_width, int source_height, int dest_x, dest_y, dest_width, dest_height);
http:[url]....
This is somewhat difficult in Flash, because of the overlapping functionality between the Rectangle and Matrix arguments of AS3's BitmapData.draw() method. This is what I have so far. It only works most of the time, and is incredibly inefficient (due to having to sample pixels twice).
I am trying to serialize a Bitmap to store in an XML file. My plan is to turn the BitmapData into a byteArray, but I haven't been able to fine an example of this.
I need to load a very big image on AS3 (currently sized at 8192x8192). I am aware that it does not fit any of the limits imposed by Flash regarding drawing to screen or creating a BitmapData of that size. I just want to load the image so I can copyPixels() some parts of it here and there.The thing is, I'm loading the .jpg file of that size with no problems. The size is recognized correctly from my Loader object. I load it like this:[code]But I am greeted with the #2015 "Invalid BitmapData" error usually reserved for BitmapDatas that are too big. The error also happens if I try to do a copyPixels(), which is what I need to do.Is there any workaround I can use so I can get data from an image this big on AS3?
I have a BitmapData object created dynamically that contains user-drawn shapes. I then attach that BitmapData object to a MovieClip via a Bitmap object and set that MovieClip as a mask to another MovieClip. The mask works but the whole bounding rectangle of the BitmapData is acting as the mask. But I want to exclude the transparent portion from the mask so only user-drawn shape can be set as mask. Can anyone tell how to achieve that?