ActionScript 3.0 :: Making Paint Bucket Function On A Sprite?
Jun 24, 2009
I want to make a paint bucket function, I know about floodfill, but it leaves a white (like the background color) outline.I would rather make it on a sprite without converting it to a bitmap, is there a way?And if not then anyone knows how to fix the outline on the floodfill?
I want to make a paint bucket function, I know about floodfill, but it leaves a white (like the background color) outline.And anyhow I would rather make it on a sprite without converting it to a bitmap, is there a way?And if not then anyone knows how to fix the outline on the floodfill?
I'm putting together a little application that has a simpe paint bucket functionality. I'm having a small problem, i'm sure it's an easy fix, but frankly I'm not much of a programmer.
Essentially what I have is a set of color swatches that users can select, and then a grid of movie clips with a series of frames, each corresponding to a swatch color. Over that, I have a grid of clear buttons that check to see which swatch is selected and then tell the movieclip underneath to go to the frame that corresponds to the right color. What I want to do is just set up the function once and call it for each movie clip, rather than repeating the function for each cell in my 6x7 grid.
for my class i have to draw this fish. in one of the steps it says to draw fins with the pencil. then it says to use the paint bucket tool to color it in. however i cannot color it in. i used all the options too, close small, medium, & large gaps and i still can't color it in. does it have to connect to the start point? i simply attached it to the fish's body. i started over on the 1st part of this 3 time already, and my patience is wearing thin.
I would like to implement Photoshop's Paint Bucket like functionality in ActionScript. Suppose, I have loaded a JPEG/ PNG image into flash using URLLoader class. Now I'd click on a colored region to replace that color with another one. Now I've done something using the threshold method in the BitmapData class. But the problem is this method replaces that color found in all the regions in the image. What I want is replace the color in only the adjacent region to where I click with the mouse.
I am making this drawing application that so far contains a pencil tool, eraser, text tool, clear tool, and even save image feature. There are a few more features that I would like to add, including a paint bucket tool and a open image feature, but I am not sure exactly how to code them. Here is my code for the whole program:
I'm a student currently trying to learn Flash CS3. However I've encountered a problem with the paint bucket. In my assignment I've created a simple rocket, each part with it's corresponding layer. Now I need to go back in and fill the body in a light gray color. I did so successfully with the nose cone. The problem now is that the bucket won't fill any other area no matter what I do, or which layer is selected.
If I click my paint bucket color chooser, it will give me an eyedropper but it doesn't show the correct colors of what my mouse is hovering over. It's just a completely random jumble of colors whenever I move my mouse.
I am beginner in flash and I started to learn flash c4 (with video lessons in my language but from flash 8! but it is not problem now about drawing than only about code in actionscript). I have now problem in using of Paint Bucket Tool in flash cs4. I made a ship, I made a whole document/white page for drawing in rectangle tool (frame for picture), and I made to lines which will be like a hill. it is for background, behind the ship. but when I want to color this background, to be green for example, my Pain Bucket Tool don't want to color ONLY place behind the ship and under mentioned "hill lines", than Paint Tool color whole document. therefore I can't make a hill because I get everything colored in green.
I tried all option about closing of gaps. how can I color only wanted places in picture and not whole picture? "hill" is not strait line so I don't know how to select hill space. of course, after it I will have to repeat process to color space above "hill lines", it will be blue like sky. and just to say that "2 hill lines" are from left to right side of document, there is no hole, it is closed line.
I draw a shape with the pen or line tool. If i did not draw it perfectly connecting the dots, i cannot fill it with the paint buck fill tool. How can you tell it to just close the structure
i have been messing around with a script found for a simple paint program. After adapting the code a bit for my own needs and getting an understanding of how it works I had a couple questions.first of all I need to create a button that will clear the stage (or more specifically lvg1)second what does e reference in lines similar to
This is a painfully simple concept and for some reason I can't get my head around it. The basic idea is I want a sprite to come down half way and then if it fails a random check, to reverse direction and move back towards the top.
Code: private var _ReverseDirection:Boolean = (Math.random() > .5) ? true : false; public var _Vel = 3; public function main(){
[Code]....
So basically the the sprites created, a true/false boolean is made and the Loop function is started. As you can see though, as soon as the sprite starts moving backwards it fails the If statement and starts bouncing back and forth between passing and failing. I've toyed around with putting them in different functions, complex If statements, etc but it keeps coming back the conditions fluctuating back and forth.
I wanted a sprite to move round on the screen when a play button was pushed. I have a left and a right button which store strings "left" or "right" into the next positions of an empty array called history.
When i push the play button i want i want the sprite to move either left or right according to what commands are in the array. My code just seems to play one single command and then stops when i hit play again it just repeats the same command.
Is there any way to make it play through all commands in the array one after another?
I'm making a copy of a Sprite via the BitmapData Draw method. It kind of works other than the top portion of the bitmap gets cut off (replaced with transparent pixels). It looks like it's about the same height as the Sprite's y value.
Like, I perform some operations with bitmapdata (puttin' pixel there, filling with color)I have those two functions. bmdCavas it tied to actual Bitmap with image, which is placed on screen.
[Code]...
But this code is not working. Should I redraw image after changing itx bitmapdata or something? or maybe I have to do undo function with bitmap itself?
I come across a problem when i follow the book "classroom in a book series" the Flash CS4 one (Red cover book) Chapter 2 Q.1 I try to draw straight lines or curves but i found i still cannot manage how to use PEN TOOL How can i draw straight line? Also how can i draw absolute vertical or horizontal line with some special combination key like CTRL or SHIFT i tried guessing SHIFT or CTRL while using PEN TOOL but no help
How can i draw curve? i know it depends somehow on whether i hold my click for a new anchor point? Any tutorial which is clear and easy for new comer for fully understanding for PEN TOOL.(Currently i try reading pdf reference from ADOBE Web site and google search but did not make myself understand.)
Q.2 I cannot use bucket filling a shape draw by PEN TOOL(i already search google sites but cannot find one with satisfied causes for this FILLING Problems) like the image shown below(Please click to enlarge this PRINTSCREEN) Tools i used are PEN TOOL drawing a shape first then a BUCKET for filling color.
I need to trigger a function or reset a variable from within a sprite when it gets to a certain frame. I keep getting the error "Call to a possibly undefined method" when I call a function and I get "Access of undefined property" when I try to reset the variable directly. Both the function and variable are set globally in the first frame of my animation.
I'm creating a jeopardy like game and have run into a problem. when you click on the dollar amount a create a sprite on the fly and inside the sprite is a shape and some textfields. One of the fields is an input box. once you enter in an answer and press enter I create another sprite with a textfield inside it to let you know if the answer is right or wrong. Herein lies the problem. once your told if your right or wrong, I want the sprites to stay on the screen for 3 seconds then disappear.
I can get them to stay on the screen, but I can't get then to disappear because I can't pass the sprite to the function that I created to remove them. So everything works except the remove function. This is the error I get when the remove function runs: "TypeError: Error #1009: Cannot access a property or method of a null object reference."
I'd post some code but its broken What I'm looking for is just information on how to assign a sprite to a variable so I can use it in a function. if thats not possible then is there a better way to do what I need done?
I have a class which subclasses Sprite (Class1). In this class I draw something on the stage. I have another class (Class2) that creates several instances of the first class (Class1) and places them on the stage. As I am creating the instances of Class1, I am adding an event listener for the CLICK event for each instance.When I click on any of the Class1 instances, I would like to execute a public function in Class1. However e.target is Sprite and I cannot conver it to type Class1.
I have a whole bunch of dynamic variables that I need to load into Flash, to help control a dynamic card game being developed. However, what is the best way to load these variables? I've used LoadVars in the past for two or three, but this is over a dozen. They are all primarily pulled from mySQL, based on Username.
But what do I have to do to get the function to adress various versions, such as chibi.bluejeans1.rtleg._y = 4 + walk; chibi.bluejeans1.ltleg._y = 5 - walk;
so that I can address each type for walking accordingly, through something like wlk(tunicpants1); wlk(bluejeans1); wlk(tuxedopants1);
I have Flash CS5 and cannot get the pencil or in k tool to change color it stays at the layer color only. When I make a shape and pick paint bucket tool it will not add the color I am choosing.
I have set up a functioning xml image gallery with simple left and right arrows. I am now trying to make it an infinite looping gallery swapping the first and last sprites in an array and + and - their x value so they "physically" move in the photos container.
All of this works fine except for the actual loaded image. The xml data, name description, and image to be loaded are set up in one function and all the data is added to the sPhotoSprite (sprite) in this function. This All works perfectly..
A second function is then called to add the current image:
var currentImage:Loader = Loader(evt.target.loader); then currentSprite.addChild(currentImage); (the sprite is declared at the start)
The problem being that the sPhotosSprite is no longer reference-able. I've tried :
But this only ever returns the final sprite. The same problem of only ever returning the final sprite occurs when I try setting an external sprite to hold the current sprite in it and then referencing it in the second function.
Basically I'm trying to load a variable from an external file and then make that variable available for anything.
Code: var where; locSource = new LoadVars (); locSource.load("source.txt");[code]....
I've tried all the variations of this I can think of. I've defined "where" as a global variable both outside and inside the function, tried to define a separate global value within the function (and changed the syntax of the trace accordingly in either case), nothing works. Basically, the function is being loaded properly; if I put the trace inside the function it shows up perfectly, but the variable isn't available for anything else, which is what I need to happen.
I have some movie clips that when moused over, become visible. When clicked the clips are clicked on they tween to center-stage and zoom to fill the extent of my stage. One the zoom completes, I'd like the mouse over effect and function to no longer be active. I've been trying this by just making the mc invisible at scaleX>1. This does not do the trick... if (allthings.NEZOOM.scaleX>1{ allthings.NEZOOM.alpha=0 }
The function that is running the MOUSE_OVER is called NEOVER and looks like this function NEOVER(e:MouseEvent):void{ TweenLite.to(allview.allthings.NEZOOM, .5, {autoAlpha:.5,overwrite:true}); TweenLite.to(allview.allthings.NETXT, .5, {autoAlpha:.85,overwrite:true});}
Is there a way I could make NEOVER inactive after once I click on the NEZOOM movielip? The click event looks like this [Code] .....
In the main timeline I have this onEnterFrame function. I also have this movieclip and in it's own timeline stops at frame one. When this movieclip is rolled over it plays and then stops at frame 9. I'm trying to make an if statement in the onEnterFrame function that says when that one movieclip is on frame 9, delete the onEnterFrame function.
I tried to do this code, but so far all I have is if (movieclip._currentlabel = "framenine") { delete this.onEnterFrame; }
i want when press a button on that flash header the test.php is redirect to another php page without the flash header be reloaded , and i actually made it but with form buttons and ajax ofcourse , so all i need is when the flash button is clicked a javascript function in the test.php work ?? --> here is my try : i passed a url variable from flash to the same page to say which button is pressed through this code
ActionScript Code: var vars:URLVariables=new URLVariables(); var url:URLRequest=new URLRequest("test.php");