I have a bitmap with a different bitmapData on it (done through copyPixel) and I was wondering whether there is built in function that can determine what BitmapData the user is clicking on? how to best figure out which BitmapData is clicked, or do I have to do x,y pos comparisons manually?
When I publish the file, I'm getting the following error message in the Output panel:
**Error** Scene=Scene 1, layer=Layer 2, frame=1:Line 7: The class or interface 'BitmapData.loadBitmap' could not be loaded. var plaid:BitmapData.loadBitmap("plaid");
I am trying to use the reflect class from "http://pixelfumes.blogspot.com/2007/03/reflection-class-v3-with-source .html" but I keep getting this error:
ArgumentError: Error #2015: Invalid BitmapData. at flash.display::BitmapData() at Reflect() at Site_fla::GalleryPage_29/loadThumbs() at Site_fla::GalleryPage_29/sortXML()
[Code]...
btw, first I used assigned thumbContainer as the mc argument (outside the loadThumbs() function) and it worked but not exactly what I wanted... because I thought it is supposed to update when the movieclip is animated but it actually didn't... when I use a scroller, only the thumbs that are first loaded to the stage get the reflection..
I've been using BitmapData.copyPixels() to draw graphics onto a canvas (Bitmap).I need to rotate the resulting graphics without the use of draw() because it's vastly slower.How can I rotate the target graphic? I'm assuming that there might be a formula or library that I can use which will first reorganize the pixels that make up a graphic based on an origin (point) and radians.I'm pretty certain that I'm not capable of creating such logic, so if there are any known libraries that do this, that would be awesome.I'd like to achieve something similar to XNA's SpriteBatch.Draw() method, which accepts rotation as its 5th argument.
how to use the bitmapData collision method. Now I'm trying to figure out if there is a way to see at what angle or coordinate of the bitmapData the collision happens? I need it in order to figure the accurate bounce angle after the collision occurs.
I'm currently working on a flash game and I need to know how to addChild a BitmapData or draw a BitmapData to screen. If I can't than how can I give a DisplayObject my BitmapData?
I've made a mobile version of my software, with low-res images and such, and I can now fully buffer all my content (including a 360 frame animation which is buffered to memory). Problem is, that everytime I update the view, more memory is used.When I write image = new BitmapData();, does it store the previously created BitmapData's in memory? Do I have to flush the memory somehow before I draw my second picture in BitmapData?Example:
ActionScript Code: // In this example I draw using the same bitmapData several times, also //overwriting the first image. Do I have to somehow delete the data first, to
I 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 4 navigation button and like home, about us etc.... And i want to disable home when it is click and cannot clicked it until the user click another button first. means if a visitor is at home page then home navigation is disabled, and all other are active, and when they click at aboutus button then the pages goes to the about us page and the about us button is disabled and other get active. I want this solution in AS3 with oop concept.
I've got about 6 buttons laid out, one on top of the other in a list format. In their normal state the buttons are grey in colour, when I rollover them, the buttons flash and turn to orange. Now, what I need to happen is this: I want the buttons to stay orange once clicked and only roll out back to grey when the user has clicked on another button in the list. I've been told that the best way to do this is via adding a listener, however I am a little unsure as to how to go about this. I've checked the flash help file and have a basic understanding of how listeners work...but can't really wrap my head around applying it to this situation. Perhaps I will need to have all the buttons as separate broadcasters?
I have parent movieclip and in that many different children movieclips
What i want to do is when i CLICK, i want to detect which movieclip it has clicked and call corresponding function (defined by onpress event) of that movieclip.
What does the code look like if I want the user to click two specific buttons then go to a new frame. I've been trying different methods, but I am honestly not brilliant with conditional statements. This is what I've got so far...
about_btn.addEventListener(MouseEvent.CLICK, clickAbout); home_btn.addEventListener(MouseEvent.CLICK, clickMain); if (function clickMain(event) && function clickAbout(event))
I haven't been able to find a solution that fits my project. I am working on a 50 state map, where I need each state to stay down once clicked, but go up when any other state is clicked. [code]...
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);
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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.
So due to my lack of time to research this and my strong curiosity for the matter:Does anyone know of any publicly available classes or ways to convert an array of BitmapData to a video format ByteArray (going to save it since I'm using it in an AIR project)?
I was considering writing my own class for it but started in the research and decided it's a very highly developed field and is hard to quickly find the basics of how to handle it. Thus it's usefulness outweighed it's opportunity cost for the time I have unless there is an already made class for handling this.
Mainly was considering this for short clips that one would create for logos etc so that one can display the logo in other environments with ease.
Are BitmapData objects automatically GPU accelerated for rendering, rotating, and scaling,or does the bitmap they connect to need to have cacheAsBitmap set to true?
I'm trying to load several jpeg images dynamically XML into bitmapdata object in fla. I can see them on the stage of this .swf file.However, I load it into another .swf which is my main to call while clicking on one of menu option.I got this error:Error #1034: Type Coercion failed: cannot convert com::Fashion@1daf4ca1 to flash.display.MovieClip.Does anyone know how to convert that??
private function initBitmapFile(file:String):void { loadBMP = new Loader();
I'm trying to replicate this function from the Allegro graphics library:
void stretch_blit(BITMAP *source, BITMAP *dest, int source_x, int source_y, int source_width, int source_height, int dest_x, dest_y, dest_width, dest_height);
http:[url]....
This is somewhat difficult in Flash, because of the overlapping functionality between the Rectangle and Matrix arguments of AS3's BitmapData.draw() method. This is what I have so far. It only works most of the time, and is incredibly inefficient (due to having to sample pixels twice).
I am trying to serialize a Bitmap to store in an XML file. My plan is to turn the BitmapData into a byteArray, but I haven't been able to fine an example of this.
I need to load a very big image on AS3 (currently sized at 8192x8192). I am aware that it does not fit any of the limits imposed by Flash regarding drawing to screen or creating a BitmapData of that size. I just want to load the image so I can copyPixels() some parts of it here and there.The thing is, I'm loading the .jpg file of that size with no problems. The size is recognized correctly from my Loader object. I load it like this:[code]But I am greeted with the #2015 "Invalid BitmapData" error usually reserved for BitmapDatas that are too big. The error also happens if I try to do a copyPixels(), which is what I need to do.Is there any workaround I can use so I can get data from an image this big on AS3?
I have a BitmapData object created dynamically that contains user-drawn shapes. I then attach that BitmapData object to a MovieClip via a Bitmap object and set that MovieClip as a mask to another MovieClip. The mask works but the whole bounding rectangle of the BitmapData is acting as the mask. But I want to exclude the transparent portion from the mask so only user-drawn shape can be set as mask. Can anyone tell how to achieve that?
I'm trying to convert all letters in a textfield to bitmap data. I then want to animate each of them. I'm able to return an array of rectangles using getCharBoundaries. But then how do I convert each letter to BitMapData?
I have a filled Shape, and a BitmapData that is the same width and height as the Shape's bounding box. I need to cut the Shape from the BitmapData (basically draw the BitmapData onto the shape...) [URL]I use the rather hackish method of:
public static function cutPoly(img:BitmapData, s:Shape, bounds:Bounds):BitmapData { var temp:BitmapData = new BitmapData(bounds.width, bounds.height, true); Main.inst.stageQuality("low"); //hack to kill anti-aliasing
Im making a simple game with destructable terrain. Therefore i use a bitmap for the ground and a movieClip for the player. When the ground is a bitmap i cant use regular hitTestPoint because of the bitmaps transparent pixels. So i looking i the livedocs for the bitmapData.hitTest but i rly dont understand all the parameters.So my question is. How can i reproduce this with bitmapData.hitTest?
Ive just recently begun using bitmapData for various things, and I decided to create game around it. So Ive been working on this project for weeks now and for some reason i cannot fix this. Ok, so when I use the applyFilter(); Method it cuts my FPS IN HALF!
I'm working on a project that requires more than a simple hitTest. Bitmap collision seems the best way to go. My end goal is to be able to determine which side a rectangle was hit: top, right, down or left. If there is a way to do this with a simple hitTest I'd love to hear about it. The problem I'm running into while following the Flash Example with bitmap.hitTest is that as soon as I apply BitmapData to an mc that already exists on stage the collision detection stops working. I am wondering if this is an inherent issue and I have to rely on creating the movieclips via script then attaching BitmapData.
The Flash example is as follows, this code works correctly: ActionScript Code: import flash.display.BitmapData; import flash.geom.Point; var myBitmapData:BitmapData = new BitmapData(100, 80, false, 0x00CCCCCC); var mc_1:MovieClip = this.createEmptyMovieClip("mc", this.getNextHighestDepth()); mc_1.attachBitmap(myBitmapData, this.getNextHighestDepth()); [Code] .....