ActionScript 3.0 :: Trace The Path Of An Object By Using SetPixel On The Object's Position Every Frame In A BitmapData/Bitmap Pairing?
Feb 16, 2011
I'm trying to trace the path of an object by using setPixel on the object's position every frame in a BitmapData/Bitmap pairing. These pixels aren't showing up normally and I suspect I have a fundamental misunderstanding of the BitmapData class. Here's what I'm doing:
public var contrailBase:BitmapData;
public var contrail:Bitmap;
private var contrailColor:uint;[code].....
Using this code, the red pixels don't show up. If I initialize contrailBase to 0xFF000000 instead then I get a black screen on which the red pixels DO draw, but I need the bitmap to be transparent except for the contrail. What am I doing wrong?
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Code:
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[URL]
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[Code].....
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[Code]....
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Dec 29, 2009
The title might be a little misleading. Look at my code and I will explain
public static function loadTile(tileDir:String = "empty"):void
{
if(tileDir != "empty")
{
tPoint = new Point(0,0);
tRect = new Rectangle(0,0,30,30);
[Code]...
I am trying to do tiling with sprites. I want my tiles to be interactive, so that is why I am using the sprite object instead of using regular bitMaps to represent my tiles. You might be wondering why I wouldnt just use graphics.beginBitmapFill(tImage); and graphics.drawRect(0, 0,tWidth ,tHeight ); to pick out the tiles I want to use. Well reason being is because it turns out that drawRect() first and second parameters actually alter the location of where the actual sprite sits at.
So if I set the x and y properties of the sprite to x = 20, and y = 20. then I set my drawRect(20,20). it actually adds an extra 20 pixels to my x and y coords of my sprite. And I know the reason why, I just need to know a better way.
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Flex 3, ActionScript 3, Flash player 9.
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my code is:
if(bmd1.hitTest(new Point(_player.x, _player.y))){
trace("hit");
}
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I am getting the following error:
1136: Incorrect number of arguments, Expected 3
I have looked around but cannott find what argument I am missing
I have tried
if(bmd1.hitTest(new Point(_player.x, _player.y), 50, _player)){
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}
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ActionScript Code:
// 'image' being a MovieClip on the stage
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[code]....
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Code:
import flash.display.BitmapData;
stop();
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[Code].....
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I have a simple array[code]...
now i want to check which animal was chosen? [code]...
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[Code]...
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[Code]...
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I want to store the bitmap data from _sampleTile in array, but I was wondering how to increase the performance. If I do it like this:
var _sampleTile:BitmapData;
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[code].....
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ActionScript Code:
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[code]......
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