ActionScript 3.0 :: Split Bitmap For Jigsaw Game?
Jul 31, 2010
i need to make a jigsaw game. i want to make such a system by code(AS3) that when i give the bitmap it will split it. how can i split the bitmap in such a extraordinary shapes?
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Similar Posts:
Jul 31, 2011
I am trying to make a simple jigsaw game, I have copied the code but it isnt recognising my symbols. Is this an instance-naming problem? [URL]
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Aug 17, 2011
I want to make a jigsaw puzzle in flash. I know how to create square kind of shapes. But I want to create this kind of irregular shapes. See the live demo of puzzles in the links shown
[URL]
I just want to how to create the irregular shapes.
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Oct 11, 2009
is there a way to split a bitmap with draw, clone or whatever in two peices looking like in first picture?
also, it doesnt neccessarily have to be from corner to corner (like in second picture)
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Oct 27, 2009
I have a solitaire game. There's a bug that only shows up in Windows, not Mac. When a player moves a card from one pile to another, a copy of the card image shows up in the left corner and stays there until the player moves another card. When the player moves the mouse over the image the image erases. Here is the game: [URL]
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Feb 26, 2011
There's a bug that only shows up in Windows, not Mac. When a player moves a card from one pile to another, a copy of the card image shows up in the left corner and stays there until the player moves another card. When the player moves the mouse over the image the image erases.
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Feb 5, 2009
There's a bug that only shows up in Windows, not Mac. When a player moves a card from one pile to another, a copy of the card image shows up in the left corner and stays there until the player moves another card. When the player moves the mouse over the image the image erases.
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Feb 9, 2012
I am planning to develop a jigsaw puzzle, by designing the puzzle pieces in Photoshop (with each jigsaw piece on a separate layer) and then importing all PS layers into flash, to compile the game. I haven't been using AS3 for too long, but am reasonably happy with the progress I've been making and would like to take this step up in terms of complexity.
The pieces will be stored in an array (piecesAry). I want the pieces to each be registered to a Point on the playing board. For example, if there are 100 pieces in the jigsaw, each piece will have correct place in terms of a 10x10 matrix (10 rows x 10 columns). The unique Point for each piece will, I think, need to be stored in the piecesAry.
My query relates to how I am best assigning the unique Point to each individual piece. For example, to take again the example of the 100 piece jigsaw, would it be possible / effective to create an underlying 10 x 10 bitmap square grid, and have each piece of the grid assigned to an individual piece (the thinking being that the square grid can be "cut up" easier than the jigsaw once in flash).
[Code]....
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Jul 2, 2009
The top left corner works ok - I copied and pasted the code and made the minor changes. The other 3 parts of the puzzle are causing a real puzzle for me.I've checked instance names, and everything else I can think of.Is there something in the code that could prevent the other bits working properly? Some of the names aren't brilliant - I thought this would only take a few minutes to knock up!
Code:
// Drag cameron 2
a2.onPress = function() {
this.startDrag(false);
};
[code]....
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Jan 12, 2010
I'm trying to create a jigsaw puzzle and need to show a text when the puzzle is complete. I can't solve it. I have 12 puzzle peaces and when all of them are correct placed i need the "Congratulation" text to show. Is there a easy AC snippet telling a text to show when all peaces are in correct x and y? The puzzle peaces are buttons and have instant names as, puz1, puz2 and so on....
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Mar 24, 2010
I know how to make a basic jigsaw but at the moment i'm trying to create a map of europe jigsaw. Unfortunately with the map taking up the majority of the room there's no space to have all the pieces on screen at once. I had a look for solutions and i found this... [URL] How would i go about making it so that only 1 piece appears on screen until you have placed it?
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Apr 2, 2010
I am using the puzzle game sample from adobe and want to use it as part of an interactive narrative for students. However, everytime I try to go to new frame or scene the image stays with me. How do I remove or unload the puzzle frame and bitmap images so that it doesn't follow me. I am not a coder very confusing here is the entire script.
var puzzlePiecesArr:Array;var puzzlePiecesFound:Array;var topDepth:Number;var totalPuzzlePieces:Number;var correctPuzzlePieces:Number;var puzzleBmp:BitmapData;var intervalID:Number;var threshold:Number;var imagesArr:Array; var imageLoader:Loader;var requestURL:URLRequest; var puzzleBoardClip:MovieClip;var holder:MovieClip;
[code]....
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Apr 9, 2011
After 3 drag and drops of the puzzle I get this error:
TypeError: Error #1009: Cannot access a property or method of a null object reference.
at MultimediaProducttest_fla::MainTimeline/dropIt()
TypeError: Error #1009: Cannot access a property or method of a null object reference.
at MultimediaProducttest_fla::MainTimeline/pickUp()
restbar_btn4.addEventListener(MouseEvent.CLICK, restbar4Clicked);
museum_btn4.addEventListener(MouseEvent.CLICK, museum4Clicked);
sark_btn4.addEventListener(MouseEvent.CLICK,sark4Clicked);
market_btn4.addEventListener(MouseEvent.CLICK, market4Clicked);
[Code] .....
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Mar 7, 2012
basically i have this jigsaw code, and i need to modify it so that the only jigsaw piece that will be accepted is the answer to a question which is randomised as follows,
[Code]...
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Mar 14, 2009
I have a simple jigsaw type puzzle - only 4 pieces at the moment. The top left corner works ok - I copied and pasted the code and made the minor changes. The other 3 parts of the puzzle are causing a real puzzle for me. I've checked instance names, and everything else I can think of.
Is there something in the code that could prevent the other bits working properly?
Code:
// Drag cameron 2
a2.onPress = function() {
this.startDrag(false);};
a2.onRelease = function() {
this.stopDrag();
// Convert the slash notation to dot notation using eval.
if (eval(this._droptarget) == b_mc) {
b_mc._visible = false;
c2._visible =true;
a2._visible =false;
change_score();
}};
The fla is attached.
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Oct 24, 2004
how to rotate individual jigsaw puzzle pieces using the left and right arrow keys. Can anyone help? Here is the action script that I am using:
on (press) {
startDrag("_root.pic9", true);
this.swapDepths(100);
}
[code]....
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Jan 24, 2010
My code in theory works find but for some reason things aren't doing what they're supposed to. Basically I have all my draggable puzzle pieces as movieclips; they start at specific x's and y's on the axis. You drag them to the corresponding hitbox movieclip and it pops into the other specific x and y spot on the axis (otherwise they go back to the first xy spot).
The problem is sometimes the pieces drag and drop fine, but other times when you click the mouse down, they drag, but when you let go, they don't drop! Randomly! They just follow the cursor around, til you click a few times, and then randomly it will drop and not move (when it's supposed to go back to the original xy position).
[Code]...
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Jan 5, 2011
I am doing a 5 frame file that on frame 1 has 4 buttons and the following code
on (release) {
gotoAndStop(4);
} on (release) {
loadMovieNum("jigsaw.swf", 1);
}
I am happy with this as it jumps to frame 4 and loads the movie jigsaw that I done from a tutorial. The problem is I cant get it to close, I have got a button on page 4 that has the gotoAndStop(1) but it just goes to frame 1 (that's the good bit) but the jigsaw is now on frame 1 as well and I dont know how to close it.
I tried
on (release) {
gotoAndStop(1);
} on (release){
unloadMovieNum("jigsaw.swf", 1);
}
but it does nothing not even go to frame 1
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Mar 29, 2011
I have a jigsaw puzzle that I want to add the ability to have each peice rotate. This code is based off some code I purchased. I cannot reach the company other than some generic instructions to add an event. The instruction I was given was:
public function rotateActivePiece(dir:int=1):void
Rotates the active puzzle piece (last clicked),
90 degrees, clockwise if dir>0, and counterclockwise if dir<=0.
Parametersdir:int (default = 1) - Parameter defining the direction of the rotation.
CW if pozitive, CCW if zero or negative.
I dont know what to do with this or where to add.
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Oct 24, 2004
how to rotate individual jigsaw puzzle pieces using the left and right arrow keys.Here is the action script that I am using:
on (press) {
startDrag("_root.pic9", true);
this.swapDepths(100);[code]....
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Feb 3, 2009
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]....
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Aug 20, 2009
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),
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Feb 22, 2011
If 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?
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Dec 29, 2010
I'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]......
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May 9, 2011
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].....
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Feb 17, 2012
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]...
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Oct 8, 2006
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).
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Mar 30, 2011
In 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.
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Nov 5, 2009
I'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.
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Feb 24, 2012
Let´s say I have a bitmap with 3 colors: red, green and blue (not mixed)
What if I wanted to make a bitmap of the red part of the first bitmap?
I´d like to take the red pixels from first bitmap (and its positions), and make another bitmap.
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