ActionScript 3.0 :: Get Multiple Tiles From One Picture?
May 24, 2011
I have a .png file with 16x16 tiles that I want to make into their own variables. I've tried using BitmapData like this:
bitmapData=new BitmapData(16,16,true,0x000000);
bitmapData.draw(loader);
bitmap=new Bitmap(bitmapData);
addChild(bitmap);But I then realised that would only work for the top-left tile of the picture. How would I be able to get the rest of the tiles?
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Apr 22, 2002
I want to make a picture gallery and use buttons that move you from picture to picture and backwards, but I don't want to tell button 1 to go to frame 2 and button 2 to got to frame 3 and so on (I hope you know what I mean)Can I use on button on a separate layer with the same action set? I tried something like that, but it didn't work:
on (release) {
thisframe =+1
}
[code]........
but it didn't work. I'm kind of new to any action script other than gotAndPlay, easy functions and all that.
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Mar 25, 2009
I have kind of a follow up question what would the procedure be if I had like a slide show and each slide when you clicked on it there would be multiple links this is the code I have so far: My slideshow instance names are pic_000_mc to pic_004_mc
[Code]....
I know there is a better and more efficient way to do this then to have all five different functions and listeners.
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Sep 27, 2010
Working on a picture gallery with multiple pages. The basic idea of what I'm trying to do is I get a list of all thumbs, separate the list in groups of 20 and then add all the groups to a MC that slides left and right when the user presses a left or right button.This is the code I've written:
Code:
if ((totalPics % 20) > 0)
{
[code].....
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Jun 15, 2010
this is probably a daft question but I'm a complete novice so bear with me. I need to know if it's possible to upload a picture to my Flash stage (a row of buttons I made in photoshop) and then somehow select each of these buttons and turn them into working button symbols? Or do I have to (very annoyingly) upload each button as a seperate picture in a seperate layer before turning it into a button symbol?
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Mar 22, 2003
I recently used the loadMovie action to load a .swf file to a target in the movie which it was being called from. Then I tried calling a picture to another target in the movie, but it did not load the picture as intended. I read about it on my book, but it didn't seem to work. Is there anyways on calling a picture into a target in the movie without placing the picture inside an swf file?
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Jan 5, 2005
I have just been to a really nice website that has some really nice use of Flash on it.... I'm totally wowed by the resizing picture effect though? When each picture loads the loading frame resizes to the new picture size.
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May 12, 2010
I am trying to build a site that would give users the ability to upload a picture to a picture frame on my site. I would like AS3 to dynamically re-size, and upload the file from an upload bar under the frame.
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Jan 5, 2005
I'm totally wowed by the resizing picture effect though? When each picture loads the loading frame resizes to the new picture size.It must be some sort of actionscripting but how is it done?
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Oct 2, 2011
I how that any Can help I have a Picture that I want To destroy it As someone break it as a glass and then something made it go back as she was
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Dec 7, 2010
i got five images, and five buttons, every image has a color, and lets say we start at the red one. When i click the the green button i want the green image to fade in.. i fugured out a way to do this on the timeline, but then i have to have a black box first fading in to remove the old picture and then start fading in the new picture..
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May 27, 2011
I made a simple picture slideshow with a timer, prev/next buttons, pause/play buttons and jump buttons. Everything went good so far.Now i'm trying make every picture go to a URL when the picture is clicked but only the link on the first frame goes to the URL when clicked the other 5 buttons do nothing when click.(FYI: I made alpha 0% buttons in a layer above pictures)I tried two different codes but both have no effect.
as layer
Code:
stop();
var nextImage:Timer = new Timer(3000);
nextImage.addEventListener(TimerEvent.TIMER,playNext);
nextImage.start();
[code]....
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Dec 7, 2009
How do you make tiles in AS3? I can't find any good tutorials that actually teach it. I'm wanting to create an isometric tile based game, but I don't understand how to make the objects line up together.
I have an isometric engine in AS2 but I don't know how to get it into AS3.
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Jun 28, 2010
So, I'm writing an AS3 program that tiles floor tiles. I want the user to be to be able to create their own floor schematic represented by different rectangles. It'll be drag-and-drop. They will lay out their schematic (which is composed of different size rectangular tiles) and drop colors/patterns onto them.
This schematic will then be tiled on a 3D plane to represent what the actual floor would look like.
I've got the 3D part working, drag-and-drop working, etc. What I'm missing is the floor schematic stuff. I've spent a lot of time trying to figure out the best solution, but I can't QUITE get there.
Here are some examples (out of a WHOLE bunch of possible combinations) of how the floor schematics could look:
The different tiles within the schematic are the droppable regions. My problem: How can represent these schematics in XML? Don't worry about tiling, sizing, etc. I've got that all figured out already. I just literally do not know how I can represent a tile schematic in XML and draw it correctly with AS3.
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Oct 25, 2009
I've been experimenting with path finding, in particular the A* algorithm. I've understand the basics for it and can currently get an object to move from point A to B avoiding walls. However I'm trying to create one way blocks, (then eventually add turn left and right only and T juncs etc) so I don't have to use thick walls to prevent the object from taking a certain route. The code I have so far is....
[Code]...
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Sep 17, 2010
I'm trying to place tiles on background. I have a tile (20X20) on stage ( 600X400px) and I have declared it as a Symbol of Class BgTile (also have checked to export for actionscript), Problem is that it is working only partially. Some Tiles in the second row are missing and a (or more) tile(s) is(are) placed at the origin (Registration point is in the center) strangely.
function CreateBG():void{
for(var i:uint=0;i<20;i++){
for(var j:uint=0;j<30;j++){
var tempBG=new BgTile();
tempBG.name="tile"+i+j;
addChild(tempBG);
getChildByName("tile"+i+j).x=j*20+10;
getChildByName("tile"+i+j).y=i*20+10;
}}}
CreateBG();
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Oct 12, 2010
I'm trying to learn how to make grids using the Vector method. I have my tiles set at 100x100. I made a function to layout the first set of tiles in the first column. Here is my function:
public function Grid():void { for ( var i:int = 0; i < 5; i++) groundTileList.push(new Ground_tile()); var column:Ground_tile = groundTileList[i]; addChild(column); column.x += 100; }
[code]....
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Nov 9, 2009
This is my first time using Actionscript in probably 4 years and I'm learning everything all over again. For example, here's what I tried to jump right into doing and just realized I don't remember how. I'm trying to generate a world map out of tiles I created in Photoshop. I've created a symbol in the library for each tile and want to use an array and a for loop to create the full map.
So far I seem stuck on creating the array itself. I've started by creating a variable for each tile that exists such as m73 = "Lake South" where "Lake South" is the name of the symbol in the library. The full map will be a 32x32 grid of tiles but for now (until I get it working) the array is much smaller. An example of it is like this:
worldMapArray = [m4,m4,m4,m4]
[m0,m4,m4,m4,]
[m17,m16,m16,m16];
Hopefully this is enough to convey what I'm trying to do. However, when I use something like trace(worldMapArray[0][1]); it comes up as undefined. I've already created the needed for loops that use attachMovie for each iteration in the array, but as the array itself isn't set up right nothing happens.
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Mar 12, 2011
following a recent question below is the code for a grid with different size tiles
Code:
var mcWidth:Number = 50;
var mcHeight:Number = 50;
var spacing:Number = 5;
var numberOfRows:Number = 3;
[code]....
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Mar 18, 2011
I found the following code online for a Flash Memory Game. You click on pairs on grey tiles, when you click they reveal a color and when the two colours match the tiles disappear.
The problem I'm having is that the tiles are too big and I need to resize them. However when I do only the first 9 of 16 tiles are resized. It's as if the nested loops calculate the first 9 tiles and the last row and column take up whatever space is left.
Anyway lines 19 and 20 are the ones in which the tiles are calulated:
tile.x = (x-1)*50;
tile.y = (y-1)*50;
Code:
package {
import flash.display.Sprite;
import flash.events.MouseEvent;
import flash.events.TimerEvent;
[Code]....
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May 5, 2011
I have an engine for platformer game and I need to generate random blocks while moving and of course delete old ones, when the hero leave pervious position.Here is the code for generating random platforms when the game starts (costructor):
ActionScript Code:
public function TheGame()
{
bla-bla...
[code]....
As you can see, I create a loop which creates 10 platforms in different positions.My goal is to create a function which will delete blocks from the array which are not in the stage anymore and create new blocks when screen is moving up.
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Mar 5, 2012
I'd like to display a group of squares following a pre-determined path to create rows. Like row 1 to 10 would be Row1(), 11 to 20 Row2() and so on. The main reason for this is to hide the Menu before actually showing/building it. After the Menu is build up, I could remove the squares any way I want to reveal the Menu behind.
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Jan 7, 2007
Basicly this should work just like a non OOP tile game board. It just stacks the tiles on top of each other and never changes the color. So I assume that _root.cname is the wrong way to referance it.
Code:
//Create beginning variables
var checks_ver:Number = 8;
[code].....
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Dec 29, 2009
I create a board using the class Baldosa (which is a tile on my .fla file with 9frames, each is a tile of a different color). I first create and array of numbers which indicates which frame (color) the baldosa element will display. As grey baldosas are more than the other colors (this is intended), then I unsort the array to avoid grey baldosas accumulating on the right side of the board. Then I push each baldosa in an array, and add each of them as child of the contenedorBaldosas(container) to avoid adding events for each Baldosa.
The problem comes when I want to check collisions. If there's a collision, I swap positions of each Baldosa. It only works if I swap the tile at depth number 0 and the last at depth 79, for the rest of Baldosas, it doesn't detect any collision (the baldosa clicked will return to its original position as nothing had happened. I made a trace and it seems the baldosa clicked doesnt collide with another baldosa in the array (each baldosa is given the name baldosaxx using the variable in the for loop), but rather an unnamed instancexxxx.
Also I'm treating the baldosa elements as Sprites, but as the baldosa in my .fla is a MovieClip, and it contains a Timeline where each frame is a baldosa of a different color, the problem may be also here.
package {
import flash.display.*;
import flash.geom.*;
import flash.events.*;
[Code] .....
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Apr 20, 2011
I'm working on a tile game and need to figure out an equation.. I have a grid which is 12x11.. when I place a tile I need to check the existance of other tiles on the same row and column and add up their values..I need to create an equation with the following variables :-
Receives a number between 1 and 132 :-
divides and/or multiplies the number into all the possible divisions of 12 in between 1 and 132 adds or subtracts the correct amount of tiles which lie either side dependant on it's position(I have drawn out the grid, and, for example, tile 66 has five tiles either side, tile 121 has 11 to it's right because it's in the bottom left hand corner)
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Aug 9, 2011
I have the Bitmap data from a Loader object and I would like to slice it up into 32x32 squares to use as tiles. What is the most efficient way to do so?
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Apr 11, 2011
Here's the functionality I am trying to achieve: I have 30 tiles on my stage. I can move them around through multitouch like this:
ActionScript Code:
import flash.ui.Multitouch;
import flash.ui.MultitouchInputMode;
import flash.events.TouchEvent;
Multitouch.inputMode = MultitouchInputMode.TOUCH_POINT;
for(var i:int = 1;i<=30;i++){
this["tile"+i].addEventListener(TouchEvent.TOUCH_OVER, onBegin);
}function onBegin(e:TouchEvent):void{
e.currentTarget.startTouchDrag(e.touchPointID)
}
What I want to happen is that when a tile is released on another it snaps to that tile and they become one tile so when moving around you actually move them both. When you release the 2 tile 'hybrid' onto another tile it becomes three tiles together and so on.
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Jul 23, 2009
need to fill a grid with tiles that will be of different sizes,but all multiples of the stage size - something like this:I want to randomize number of tiles placed into the grid without having any tile overlap. It will then place a tile at a random position on the grid, but not in any grid cells that have already been covered by a tile. And...also I want the grid/tiles to be dynamic enough to scale if the stage is resized.
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Oct 13, 2009
I'm working on OOP skills by creating a fun Mahjong game. I made a working concept (not very OOPed yet), and am trying to get everything OOPed before its too late. I want the tiles to transition in, maybe teleport in like a Star Trek movie. The tile object is a movie clip, so it can play the transition as it is added to the stage. Tiles will be added in, in increments so there's a cool wave-like effect of teleporting.
How would I know when the tiles have finished transitioning in? Would the tiles generate an events that the game object detects, starting the game after receiving X 'finished' events? Or should I create a timer in the game object where the amount of time to wait for the transition depends on the number of tiles being added to the board?
I think I'm close, but could use any general feedback on the concept. The coding is not an issue. I'm just trying to wrap my head around things.
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May 28, 2008
I'm having a big problem with my tile-based game. I create tiles based on a 2 dimensional array. Each tile is a Movie Clip, created using attachMovie. The problem is that when there are many of these tiles, the game lags, because so many properties must be stored for each MC. Is there a better method for creating "tiles" than attachMovie, or a way to free the memory used for each one?
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