ActionScript 3.0 :: Using Graphic.draw For Mask?
Jul 19, 2009dows graphic.draw work in a mask ?I need to add lines to my mask dynamically
View 4 Repliesdows graphic.draw work in a mask ?I need to add lines to my mask dynamically
View 4 Repliesdows graphic.draw work in a mask ? I need to add lines to my mask dynamically.
View 13 RepliesI have some programmatically drawn lines, (sort of like growing vines) that I want to texture to make it look watercolor-like or hand-drawn. I thought of placing a texture image as a background which is revealed only by the lines (using the lines as a mask) should work.However, that doesn't seem to work.In a test, I have a square and a line. The square can be used as a mask for the line but it doesn't seem like the line can be used as a mask for the square?
Code:
//a line
var myline:Sprite = new Sprite();
[code]........
I have a movieclip, which I created with actionscript called canvas_mc, which is where the user can draw on and then export a jpeg. I would like to add a graphic (vector drawn in illustrator and brought into flash) into that canvas_mc as a graphics drawing..[code]...
View 1 RepliesHow I can draw inside movieclip/graphic element with Actionscript?
If i have example movieclip-element in my project and want to draw a single dot in its coordinate (10,10), how I can do that?
I'm having trouble setting up a Graphic object (a solid filled rectangle) to be masked with an image that gets loaded at runtime. I've managed to get it to work with the following code:
<?xml version="1.0"?>
<s:Application xmlns:fx="[URL]"
xmlns:s="library://ns.adobe.com/flex/spark"
xmlns:mx="library://ns.adobe.com/flex/mx"
creationComplete="init()"
[Code] .....
Setting the PNG inside the <s:mask> makes the stage render nothing, while adding the mask programmatically in the init() method causes correct behaviour. It took me quite a while to figure this out and I'd like to understand what it is that I'm doing incorrectly in the MXML approach, as that seems to be what is being done in the Cookbook (other than me using an Image and the example using a Group wrapped BitmapImage).
I'd like to write a draw graphic that is a tweak of drawRoundRect. I can work with curveTo, the problem is I end up drawing all sorts of wierd shapes since I don't understand well the metrics. If I could look at the code for drawRoundRect, I could easily tweak it to my needs.
View 8 RepliesI'm wanting to develop a game where at times thousands of graphic objects are displayed on-screen. What better way to do this in terms of performance and speed?
I have some options below. Do not know if the best way is included in these options.
1 - Each graphical object is displayed on a MovieClip or Sprite.2 - There is a Bitmap that represents the game screen. All graphical objects that are displayed on screen have your images stored in BitmapData. Then the Bitmap that represents the game screen copies for themselves the BitmapData of graphical objects to be screened, using for this bitmapData.copyPixels (...) or BitmapData.draw (...). The Bitmap that represents the screen is added to the stage via addChild (...).3 - The graphical objects that are displayed on screen will have their images drawn directly on stage or in a MovieClip/Sprite added to this stage by addChild (...). These objects are drawn using the methods of the Graphics class, as beginBitmapFill and beginFill.
Recalling that the best way probably is not one of these 3 above.
I really need this information to proceed with the creation of my game.
[URL]
Are they just constantly adding MC's to the display list as the mouse is moved around? Doesn't that kill memory?
Is there a way to draw lines with Flash's core graphic class but attach a custom bitmap to that line?
I have run into strange behavior drawing a sprite into a BitmapData. This sprite looks fine when drawn directly to the screen. But when this sprite is drawn into a BitmapData, the sprite is being masked... but there is no such mask applied to that sprite! This "bad mask" can be toggled off and on... by applying / not-applying a different mask to the sprite I am drawing. This mask is not the same shape or location as the "bad mask".
[Code]...
Here is my code:
[Code]...
I have many layers in the main stage. on frame 20, I have this code drawing a curve between two countries in "Lines" layer . I have another layer right above this layer called "mask" in which in frame 20, I make a rectangle and until frame thirty, I move the rectangle with tween. I right clicked on the mask layer and set mask. Hoping that by masking the layer below it, I can make the curve being draw real time. But it is not working.
I have a startDrag function set up on a loader and mask that when the mouse is down on the loader it drags, when not it doesn't. There is also 2 buttons that control whether mask1 or mask2 is used. What i would like however is when the mouse is down - the area of the loader outside of the mask is visible but only by about 10/20% alpha, that way the user can see where all the image is while dragging. Is this possible? Full code can be seen below and i have attached the zip with the .fla file:
[Code]...
what i am doing is to make something along the lines of the "scriptable mask" tutorial Inigo was kind enough to put up.My idea is to have a large mask behind the whole of my flash site, this masks a colour image with a black & white one (nothing tricky). The image I am using is actually 5 separate images combined, and each is a pic of certain parts of the site.I also have a very basic set of buttons along the bottom... each corresponding to each section.
All I want is to set it up so that when I mouse over the buttons, the _x of the mask moves to correspond with the correct image... really very basic... or so I thought .If anything it should be easier to do than what is in Inigo's tut (where he uses the _x of the mouse to move the mask)... i just cant seem to get it to work with a nice easing effect (its easy to get the mask to simply snap to each coordinate, but I need it to smoothly move).
maybe point me towards a better way to mask. png file is way too big. I have been using the mask layer option to create my own mask around a jpg image by drawing around it on the mask layer. There has to be a fetter and faster way to do this. Is it possible to maybe have a specific color range have an alpha value of 0. Similar to green screening whereas If I put the item I want to clip on a green background flash will auto take out the green for me. and by auto I mean action script maybe. I think this can be done but im not finding it.
how are these guys clipping these images [URL] they have the movie clips set up where the black background on the 3 layers of shoes is getting masked out. When I go into the shoe movie clips I see there is a black background but it just disappears when I go back to main timeline.
ive gotten one movie clip to mask another in the actions frame but i cant seem to be able to mask the flames which are a shape with a movieclip in this as file. im not getting any errors but the mask isnt covering anything look near the bottom at s.mask=mask_mc; there are about 20 "s" shapes spawning per second if that has anything to do with it
Code:
//this package turns an mc into a flaming button that calls a javascript function
package
{
import flash.display.MovieClip;
[Code].....
I am using the draw() method of the BitmapData to encode a jpeg of part of the image. Now this should be easy enough given the object I want to draw to the bitmap is on the stage at design time so I know its location and dimetions exactly! Heres the code I have in place.
Code:
var myBitmapSource:BitmapData = new BitmapData ( street.width, street.height, false, 0x333333);
myBitmapSource.draw(street, null, null, null, new Rectangle( 96, 5, 571, 450 ), true );
I know for a FACT that no part of the street clip I am drawing out is in negative space, and it's registration is (0,0). However, it cuts off A lot of the top of my image. y=5 in the above rectangle is where I need the top to be, but it cuts the top off of the image... even if I change it to 0, it has no effect.
I'm making something that requires me to draw() the youtubeplayer Giving me this pretty error:
[Code]...
I'm trying to do some lean blitting for an object that rotates by rotating it once at startup and capturing a BitmapData snapshot of each 5 degrees. The problem I'm having is that the draw() method of the BitmapData object is only picking up pixels in the MovieClip that are below and to the right of the registration point. If I change the MC so that the registration point is in the top left corner, I sometimes get what looks like most of the pixels, but the entire object rotates into and out of the frame, since it's rotating around the corner and not the center.
View 5 RepliesI was wondering if its possible to mask multiple MC or Sprites under one mask, when using AS3.abc.mask = a;cba.mask = a;something like that
View 2 RepliesI need to be able to draw a thick patterend line between 2 points in AS3, I can't use the draw API because it doesn't all me to actually put detail (pattern etc) into the thickness of the line, I thought about perhaps using the line to create a bitmap version and then using that as a mask, but I remember many years ago seeing some examples that use a movieclip as a source for a line.
View 1 RepliesI am having an issue with using BitmapData.draw(stage). I am getting the following error:
SecurityError: Error #2123: Security sandbox violation: BitmapData.draw: file:///C|/Documents%20and%20Settings/bla...bla...bla.swf cannot access null. No policy files granted access. Here is a portion of my code:
var bd:BitmapData = new BitmapData(2800, 2100); bd.draw(stage);//this is where the error happens All of the files referenced (.xml/.jpg/.swf) are located in the same local folder as the main .swf. How do I get around this error? The main objective is to print the stage using PrintJob(). I am using Flash Professional CS5.5 and publishing to Flash 10.0/10.1. Let me know if I need to supply any more info.
i have a class thats create a class with bitmapData that merge 2 IBitmapDrawable. one of them is 24*20 while the other is 16*16.i want to draw the smaller first in a bitmapData object which its width and height are 24*20 but i want to draw it in the center of the big bounds.
[Code]...
I've searched every possible actionscript forum for this and i cant seem to find it. How can i create an "area" of blur which blurs everything beneath it?Like some kind of masked blur effekt?
View 0 RepliesI'm trying to create a mini-gallery. The background is an image which auto-centres, cropping the relevent areas to ensure it fits perfectly central at the right aspect ratio.However, when I add a bar across the top, it gets 'cropped' with the image (ie. If I make the window thinner, it will get cut-off. Is there any way to keep an image exactly 10px from the top of the visible area - no matter how the background is cropped?
Code:
orig_stage_width = 960;
orig_stage_height = 600;
orig_back_width = 1600;
orig_back_height = 1200;
[code]....
So lets say I make a chess board in flash that is a top down view. Then if I want it in isometric view I simply go to the transform window and enter the skew properties of 60 and 30.
Now here is my question, is there a way to change from this ISO view back to the normal top down view?
I am building an RPG type game in flash and have hit upon my first problem.I have created a character out of various different body parts (upper arm, lower arm, hand, head, etc..) I would like to make it possible to change the look of each of these body parts (different types of armor / clothing) whilst maintaining the whole body animations.I'm becoming confused about how many things are inside each other! Rather than recreate a whole new set of animations for every conceivable combination of armor and clothing it should be possible to simply change one of the graphics within the movieclip that is the character.
So the structure I have thought of is like this:Whole body > Changeable graphic > Base Body Part (bare arm for instance)What is a sensible way to go about doing this? I'd like to have a solution that is easily scalable and won't require notably more work if there are 10 different types of changeable graphic or 1000.I think that I need use the event that triggers the armor / clothing to change for that body part, to run a script that either somehow changes which graphic it is displaying, possibly inside the Base Body Part movieclip.
I have a giant image that I vectorized in flash in order to stretch it to the stage size, but obviously this lags a ton (vector size is about 700x500). Is there a way to convert this vector (in a MC) to a graphic after resizing in order to reduce the lag?
View 2 RepliesI am trying to play a sound and display a graphic when a key is pressed , so far i have been able to play my sound when i press the 'a' key but i also want to display a graphic that gets displayed while the key is down , i have created the graphic as a movie clip, not sure if thats right, iam not sure of the code i need to display the graphic.
View 1 RepliesI am creating graphics that are to be integrated into a new website booking system. I want to emulate the graphic on this site. http:[url]...Is this flash or macromedia or XHTML or what??Could i create something like this fairly easily or do i have to know in-depth action script?
View 3 RepliesI've created a small animation containing a few images which i have converted to graphic symbols so I can alpha-tween them. I tweened the first image then copy/pasted the frames to do the next using the swap symbol function. When swapping the symbol I selected the desired symbol and pressed okay but nothing happened - I then dragged the desired symbol out of the library and onto the stage then deleted the previous symbol. As soon as I did that the new symbol I had just dragged out switched back to the previous symbol.
View 1 Replies