ActionScript 3.0 :: Programmatically Reduce Text Inputed Via Xml To Its Bitmap Primative ?
Mar 30, 2010to programmatically reduce text inputed via xml to its bitmap primative ?
View 3 Repliesto programmatically reduce text inputed via xml to its bitmap primative ?
View 3 RepliesI'm building a site similar to vista print. Need to know how to make the inputed text from the user appear on the image as an update. Basically how do i assign the user inputed text to appear on an image?
View 2 Repliesi just read the tutorial on how to change the font text, but is there a way to have some one type any words, then click a button for what font they want that text to be?
View 9 Replies how to make a textbox that when a line of text is inputed, it doesnt overwrite whats already in the textbox, but instead goes to the next line.example:
hi
hi
hi
hi
It would look like that.
my current situation maybe akin to me painting myself into a corner. i have many vector shapes drawn with the Flash Professional CS5 IDE, which have been converted into sprite objects and exported to actionscript. for example, here are 3 shapes:
i want to programatically fill each shape with a bitmap from my library. i realize i can fill these shapes with library bitmaps in the IDE, but i need to scale the bitmaps at runtime as well as swap them out for others. how is it possible to programatically bitmap-fill shapes drawn within the IDE at runtime without having to also programatically redraw them?
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 Replieshow to do the text effect where the lines tween together one by one (the spaces reduce), check [URL]
View 1 RepliesMake strikethrough text programmatically in it? I know I can do this in MXML[code]....
View 1 RepliesSo yahoo astra has grate compohent for saving inputed data. They show examples of how to use it. But I had not found one capable to solve my current problem. For example user inputed his name. It is saved, but when he comes again he always needs to input at least first latter of his name. so I wonder - how to make Yahoo astra autocompletemanager component to pop up last inputed into it value on application creation complete?
[Code]...
I can change the color of the label in Flex Builder, I can even BIND the color to a variable and that works, but I can't find the Color PROPERTY in order to change or reference it programatically! What is the ActionScript 3.0 code to change the font or color of a piece of text in a Flex RIA - or is caring in what color your text appears too bizzarre a request for a RIA? I wrote whole applications after just minutes of "learning" flex, how come it's taken me three days and I still can't change the color of my stupid label?
View 1 Repliesi have a static text on stage.. and the text is set to bitmap(no anti-alias) if i preview my movie within flash, the text does not anti-alias, but if i open the SWF file (outside flash), (parts of) the text become anti-aliased..
View 1 RepliesI input some text some pics can make up my text which i input
how can i do that effects?
I have this problem with text set to bitmap text rendering. With fonts like pixel fonts like standard 07_51, Kroeger etc. I can't get them to show the right accents. This shows on stage and in runtime and it occurs with static, dynamic fields and input fields. When I choose anti-aliasing then it's ok, but that isn't the purpose with those pixel fonts, right? I've set the correct font-embedding settings.
I checked it on two computers with Flash CS4 v10 on MacOS X 10.6.2, Belgian Keyboard, FontExplorer Pro for font management.
I'm doing a basic reflection class that will take any MovieClip, create a copy (using BitmapData), and do the flipping, alpha, gradient mask, etc to create a nice reflection.The class works great, with the exception of dynamic text.I've done quite a bit of searching, and I realize that you must put the TextField into a MovieClip and then take the BitmapData of the MovieClip.
Sounds great... but when I actually do this, the BitmapData that is display on the screen is a box (like a bounding rectangle around the text) that is filled with white.
Other relevant info:
1.) The TextField has embedFonts = true;
how to set my dnamic text to "bitmap text" [no anti alias]
use device fonts
bitmap text [no anti-alias] <<<<
anti alias for animation
anti alias for readability
I created the textfield through actionscript instead of placing a textfield on stage.
Code:
var myTextField:TextField = new TextField();
myTextField.text = "Hello World"
addChild(myTextField);
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),
How can i use a bitmap text (no anti-alias at all), i can't find that option , the same option that exists in the classic text field.
View 1 Replieshow to convert text into a bitmap or a mocieclip with transparent background. i could convert the text into bitmap but it has got a white background..
View 1 RepliesI'm drawing a textfield onto a bitmap which I use as texture for a 3D object. I'm listening for Event.change, and so whenever the user adds a character I redraw the texture. But to really give the 3D object a 'interactive textfield feeling', I want to draw text selections and draw the caret (the blinking text cursor), but by default these a not drawn when using bitmapData.draw(textField), nor can I find a Event to listen for 'textSelected'.
//is there any event that catches text selection / blinking of text-cursor?
textField.addEventListener(Event.CHANGE, redrawTexture);
//...
//is there any way to draw text selection / text-cursor in the bitmap?
bmpData.draw(textField);
What I have so far is a carouselmenu. I got a actionscript page (page1.as) where I load another one (page2.as) into. page2.as is a Sprite (or MC whatever). I can load and display the sprite in page1 successfully (several instances). I also have an eventhandler when i click on an instance of page2. The problem now is that I have defined a textField inside page2 that is also being displayed. What's not working here is that when I mouse over the text, I cannot click on it (the cursor turns into the cursor that appears when I mouse over a text as in MS Word or similar for being able to mark the text). So I thought of making a bitmap out of the text field. how to transform a text(field or string) into a bitmap?
View 2 RepliesIf 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]...
But now in Flash CS5 the new font embedding window is changed, and there is no Bitmap text checkbox, so how am I to create dynamic Text Fields with ActionScript, and embed the fonts in them using Bitmap text [no anti-alias]?
View 4 RepliesI was creating a program and now i need to send a bitmap data and ssome text fields information to a php file in my site, how can i do that?
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.
I am developing some Text effects in AS3. I did complete curve text effect but are getting problem with bulge text. Because bulge text distort each characters so i have to convert the text to bitmap format to distort. The problem is the quality is not good enough, especially when we resize the object. I see in some websites they solved this issue and it works pretty good, like as [URL].
View 1 Replies