ActionScript 3.0 :: Loop Through Bitmap Data And Detect White Pixels?
Oct 24, 2010
I would like to somehow loop through bitmap data and detect white pixels.. If i find a group of white pixels forming a big enough area (lets say 300x120) i would like to somehow ad text to that area..
i know i should probably be more specific here, but what my problem is that i want to make something were when mouse is button is pressed a pixzel is created. now i assume you use bitmap data setPixel function. but i don't know how to set it up so you can zoom in as well.me. i'm trying to set it up this way because i want to be able to save it as an image.because i tried it once before but after i had done all this i windedup not being able to save the image properly. it turned out having anti-aliasing around all the pixels.
does any one know if it is possible to pick out individual pixel values from a loaded image using actionscript.I am looking to to some sort of image to sound type of project. Where colours may effect the volume of different sound streams
I know that I can collect the pixels of a rectangular area within a Bitmap using getPixels(), but is there a way to collect the pixels of a polygonal area with more than 4 points? Or at least determine whether a particular pixel lies within a polygonal area of a Bitmap?
Is it possible to detect (dynamically) the white pixels of an image and delete them? Actually i have some images that i load on stage but they are square without the actual image be a square sized. So i want to make the hit area exactly the shape of the image and not the whit border they have.
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 trying to use the bitmapData.setPixels method to set certain pixels in the bitmap transparent.But no matter what I do, it always seems to set the pixel(s) black (non-transparent).Here is my code:
[AS] bmpd = new ImageFromLibrary(0, 0); bmpd.setPixel(0, 0, 0x00000000); [/AS]
I was wondering if there was a way to remove the white space from an imported image using ActionScript 3?My ultimate aim is to be able to upload an image through flash (and .net) then load the image into flash and remove the white backgrounds.E.g. if your designing a t-shirt, and want to upload a logo, you would want to get rid of all the white that comes with your image around the edges to just leave the logo on the t-shirt.
I have a bitmap and it set to black and white using a colorMatrixFilter. Im trying to create an effect that will tween the bitmap from black and white to colour.
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 am trying to get a bitmap to spit out just straight black and white for blob detection purposes.. but my image processing function (below) is spitting out black and transparent instead of black and white... can someone tell me what my pee brain is doing wrong
I need to be able to detect a fill area for something similar to a coloring book picture. The user will click inside the area that needs to be filled. The image is user created bitmap content and so the fill area must be detected at runtime. Posting Flex 4 code for review:
<fx:Script> <![CDATA[ protected function myImage_clickHandler(event:MouseEvent):void {
[Code].....
btw stack exchange says my rep needs to be 15 for me to vote up the great answers the commenters have provided. i have 14 at this moment...
I have a swf file that loads into my main movie, and within that swf there is a masked image that i would like to scale using zoom in and out buttons and also by using a slider bar.However i cant find any tutorials that will allow me to combine the two.I have used the following code for the buttons. Which seems to work ok but i would like it to be a little smoother. (using speed or some sort of easing??)
I have a movie clip called column1_mc. when I click a button I need to move the movie clip in incremental moves consisting of 30 pixels.
column1_mc._y = 30;
Does not work because that is giving a _y coordinate.For example.I need to make the movie clip jump to _y 300 but make 10x30 pixel incremental jumps. Moving 10 times 30 pixel jumps.
Is there a way to detect the type of a DisplayObject with a switch case statement?I noticed that you can check if the displayobject compared to the type returns true or false.
Trace(mydisplayObj is Sprite); //return true or false Trace(mydisplayObj is MovieClip); //return true or false
But isn't there an option to get the type of the displayObject directly?
like, switch (typeof(mydisplayObj)) { case Sprite: break;
I have problem with moving bitmap array on second timer loop. I think this problem is related to the loop addchild was in, not sure how to solve it. The current code does create 14 images in a strip, the problem was I couldn't move them with another timer or just outside the completeListener function.
TypeError: Error #1010: A term is undefined and has no properties. at alpha_fla::MainTimeline/effectsTime() at flash.utils::Timer/_timerDispatch() at flash.utils::Timer/tick()
I've created a prototype that will copy the pixel data from a movie clip then create a JPG image from it via PHP. It works perfectly. But when the MovieClip (called mcImage) contains a Video Object loaded with a streamed FLV, it won't copy the pixel data to the Bitmap object. The image generated is white. Here's a sample code:
var oBitmap:BitmapData = new BitmapData(nW, nH, true); var oMatrix = new Matrix(); var oColorTrans:ColorTransform = new ColorTransform();
i did a function the captures the stage and save it to bitmap datai want to display that bitmap data on a different frame what code should i do (the bitmap changes becuse the capture function triggerd alot);