ActionScript 3.0 :: Taking Bitmapdata Of An Image Scaled Down With Overlay Objects On The Image?
Apr 26, 2009
hi guys, i got this image i scaled down by .5. The user is then allowed to add objects to the image such as flowers that are sprites in the library. So basically, a jpeg that is 800 x 800 is down to 400 x 400 on the stage and the user is able to add objects to overlay the image.
i want to save the image with the flowers and objects back to its 800 x 800, how do i redraw this image using bitmapdata properly?
I'm trying to create in Flex a Tile view that shows some images that a user has. The images don't have the same size, some are small and some are big.
What I'm trying to do is to use a List and create an ItemRenderer that has an Image property which displays the user images (the images are passed to the source property of the Image Object), I want the big images to scale down to the size of the tile so I set the 'scaleContnet' property of the Image Object to true, but this causes the small images to scale up to the size of the tile, this is not the behavior I want.
all the images are Embeded into Class objects and are passed as arguments to the ItemRenderer, how can I know in the ItemRenderer if I need to set the 'scaleContnet' property of the Image Object to true (for big images) or false (for small images)?
I made an SWF file (say X) and I have loaded this SWF file into another FLA file (say Y). With help from this forum, I got to do what I wanted - when I click on a button on the FLA file (Y), the SWF (X) shrinks to a smaller size (about half the size) and when I click on that same button again, X enlarges back to the original size. I acomplished this with tweenlite. THe SWF (X) has a slideshow of images. Now, when the SWF (X) shrinks to a smaller size, the images look very distorted and text in the images are not readable (although the text is large enough to be clearly visible).
I have implemented an image scroller. Now the client had reported that a few seconds are taking to load images. We have a local server. When we load images from it, it's not taking that much time to load images.You just copy the following code in a notepad save it as .html extension, which is the widget taken from client site.
Is there any approach to take the snapshot of a drawing created in pure AS2 flash coding ? I tried to use Bitmapdata and bridge but bitmap works in as3 and bridge combines two swf together and communicate with them. Is there a way of doing screenshot in as2 ?
I have a flash application in which I need to scale a MovieClip.This MovieClip contains an image (in a Loader) with a resolution of 1024x768 (which is the size of the MovieClip as well).When I want to scale this MovieClip to 80% I do:
The problem is the resulting scaled image has aliasing and is not of good quality. Is there a way to change the scaling algorithm used to get a better image?Or is there a better way to scale MovieClips? I can't rely on bitmap data because this MovieClip may contain another SWF with video for example and it must scale regardless of its internal content.
We have floor plans of a building in the DB in PNG format. We am using arcGIS flex api. We want to build something like [URL] How can we load my building floor plan onto the arcGIS flex map.
I am using Google's Audio player to play an MP3 on a webpage. My issue is that I am overlaying an image on top of the the play/pause button. Yet when the image is clicked nothing happens. Here is the code:
That did not work. One thing I noticed is if I have visibility:hidden; the flash player will not respoind to any clicks regardless of what is over it. With that said I attempted to overlay the image using <input> without the visibility:hidden; and it still did not work.
I need to get this fixed if at all possible. I am willing to use another flash player that is similar as long as it works correctly and will use an mp3 like above.
I load data from xml and want a list of thumbnails with text to be lined up. A handful of text-attributes to the xml-rows, including a src-attribute, which links to an image, goes through as wanted - text is shown, and images are shown. The image order, however, varies when I have more than two rows and is completely wrong. The text-attribute-order to each thumbnail remains perfect in all scenarios.The images bitmapData is taken etc., and the images are scaled to a proper thumbnail size. This might be where something goes wrong?
ActionScript Code: function xmlLoaded(e:Event):void {
I'm building a flash app that will go full screen. I need to ensure it's usable at a variety of resolutions.I can overlay them fine, but the problem is I now can't interact with the app, because when I click on some part of the UI, it thinks I'm clicking on the image, since it's technically in front. I want the image to be in the front at a visual level, but without it having any bearing on the keyboard/mouse interaction with the app.My fall back is to create a series of 1pixel wide lines, which will still be in the foreground mouse/keyboard wise, but I can cope with losing that much interaction ability.
I want to create a custom video like the videos on jibjab, i.e allow a user to upload an image of their face and superimpose this onto a video of a character's face.
I'm building an application where the user can upload a photo of their head, scale it and position it, and then pick a colour from the photo.The photo gets put into a movieclip called 'head'I'm stuck at the colour picker part and I just can't seem to work out the whole bitmapData thing. Here's my colour picker code -
ActionScript Code: private function beginColourPick():void { _bmd = new BitmapData(head.width, head.height);
[code]...
This code kind of works, but not correctly.
Problem #1: The colour picker only works in the bottom right quarter of the image because I moved the head mc so the registration point is bang in the middle. So the problem here is that I can't figure out how to move the bitmapData in line with the head mc.
Problem #2: If the user scales the head mc (even a tiny bit) the colour picker stops working altogether. Now I'm thinking I've got to use a transform matrix - but I read up on it and haven't got anywhere.
I am working on an application that will allow a user to scale an image. The issue that I am having with the method below is that the scaling is always taking place on the previous scale point. For example: If I scale the image up one and then scale the image down one. I have to scale down twice to get it back to the point I want it to be.
Here is my current code: private var sourceBMD:BitmapData = testImage.source as BitmapData private var matrixScaleX:Number = 1; private var matrixScaleY:Number = 1; private var baseScaleX:Number = .05; private var baseScaleY:Number = .05; [Code] .....
I am trying to take a snapshot of the masked region of an image... so, I load my image then perform the following functions:
private function manageLoadedImage(e:Event):void { _bitdata = e.currentTarget.content; // get the bitmap _bithold.addChild( _bitdata ); // add the bitmap to a sprite on the stage
[Code]....
I have a movie, inside that movie I have a thumbnail editor name ThumbEdit.
ThumbEdit has a movieclip on its stage called "holder1". In the document class of ThumbEdit I create a sprite "_bithold" and place it on the stage at holder1.x and holder1.y. When the image loads, I add the image to _bithold and then mask _bithold with a shape. So, I want to grab a snapshot of the masked region of _bithold but I'm not sure how I should go about doing that.
How can I copy or duplicate the bitmapdata from a mx:image component?
I need to display the same image in multiple screens of my application and don't want to have to download the image multiple times.
I could just use a urlrequest to download the image as a bitmap and copy that but I like the way you can can just set the source of the image component.
The image is already held locally on the client PC and it is an Air application. The image is not embedded, it is in the Application Storage directory.
I have seen this question: How can i get a BitmapData object out of a File object from a local jpeg file in AIR? but it uses URLRequest which I don't think is what I need because the file is local.
Im doing this game as final project for graduation and I want all imagery available and dynamicly loadable from a directory without a need to have it all imported into a library.
So is there a way to load external image and convert it to BitmapData or get its content at pixel level?
[edit]Cause I dont see any. If I load it with loadMovie, it becomes content of a MC and I dont know af any functionality to work with a MC as with a bitmap and any other loading method is not know to me too.[/edit]
I've read some stuff here and there, but I dont really understand how this would work. For example, I have an image of 800x500 and want to break this apart in 40 pieces (100x100), how would I do this using the bitMapData and (probably) draw Rectangles which will hold the pieces?
Let's say you have an image of a cartoon human that is wearing a blue jacket with white sleeves, blue shoes, and grey pants. Brown hair and biege skin tone.(My project actually has 1300 of these images - 325 are blue cloths, 325 are red cloths, 325 are green cloths, and 325 are purple cloths)I am having a major problem with file size and memory usage due to all the images, so I have been asked to see if there was a way I could programmatically change the clothing color... this way we can use any color we want, and only have 325 base images.I have been trying to play with color matrix filter and color transform, but I can't seem to get the hang of itIs there a way I can extract only the "blue" colors from the image and do a hue shift on it to the color that I want it to be without effecting the non-blue colors
I'm trying to display an image exported from a flash BitmapData in a basic webpage.[code]the above code does NOT work, I can't find a way to display the image embedded in the webpage.
In Flex, I am using graphics.codec.JPEGEncoder to save image files that are edited inside application (normal manipulations like brightness etc.) I am able to save files perfectly. What I want to know is that is there any way I can save the image with a better dpi? Say, for instance the image that is loaded and manipulated was originally of 72dpi, now can I save it with a dpi of 150 or 300 ? If so, how to do it.
Doesn't have to be using the JPEGEncoder, if there's any way to do it at all, like using any library etc, I am okay with it.
Note: If it matters, I am using Bitmapdata to store the image and manipulations and saving the image with JPEGEncoder by supplying it's data as bytearray like below.
var imageBytes:ByteArray = encoder.encode(myBitmapData);
I am working on a flex project, where I have to load a couple of SVG files and compare their pixels. To compare the pixels, I like to convert them into a byte array (BitMapData). I am able to create a bitmap data for a PNG image, but not for a SVG image.
I need to be able to zoom in on my image, but I cant get it to work properly. I've got an Image showing my content, and it get it's content from a BitmapData. The BitmapData is full-res, which is 2880x1620, and the Image is scaling to fit my window. The SmoothImage is the same as Image, but with smoothing added. <me:SmoothImage id="imageFull" visible="false" width="100%" height="100%" />
How would I go about zooming this image when I scroll my mouse? This is the code I have, and it does change the scaling factor. But since it's set to fit my view, nothing happens... public function videoBufferWheel(event:MouseEvent):void{ myZoom += (event.delta/10); if(myZoom >=1){ imageFull.scaleX = myZoom; imageFull.scaleY = myZoom; }else{ myZoom = 1; }}
I'm trying to grab the BitMapData from an Image, convert it to JPG, and send it to a server where it will be written to a file. It "looks" like it works, the resulting .jpg is the right size and displays in an image viewer, but there is no picture... just an off-white background. Here's a code snippet:
imgTemp.addEventListener(FlexEvent.UPDATE_COMPLETE , imageLoadedHandler); ... private function imageLoadedHandler(event:Event):void { if (imgTemp.width == 0) return;
[Code].....
Then send "ba" to the server where it's written as a .jpg.
The data "looks" right when I receive it on the server, correct length, bits look the same.
I have a flex mobile application that I am working on that I am having issues with selecting an image from roll/taking a picture. My application is not tabbed, however one part of it contains a Tabbed View Navigator with tabs across the bottom. Within one of those tabs, I have the ability to upload an image to a webservice that I have created. However, when I select an image or take the picture, it pops back out to the initial splash screen and the application restarts. If I use the component standalone (outside of the tabbed view navigator) it selects the image and uploads without any problem.