Actionscript 3.0 :: Animation From Array Of Bitmaps?
Jun 11, 2010
Currently, my code is able to load up bitmap images into an array. The next step I would like to accomplish is to display the first image in the array, remove it, display the next image... and so forth. Unfortunately I am having trouble getting it to work and I was hoping My current code is attached below:
[flash=]
function playSlideShow(e:MouseEvent):void
{
I'm trying to figure out the best way to compare a single bitmap against perhaps an array of saved bitmaps to see how close of a match it may be to any one of the bitmaps stored in the array. Right now I'm running a for loop that uses the bitmapData.compare() method to try to compare to see how much of a variance there is but... to be honest I'm at a loss as to how to use the resulting data to do so. Does anyone know of any good method to accomplish what I am trying to do? Forget looking at my code it's a waste of time because simply, it's not working.
I have created an image in photoshop (96dpi, same as my monitor) and imported it as a png into flash where it becomes a bitmap. Once I had imported the image I went to library and allowed smoothing on the image and set it to lossless. It performs a motion tween and simply flys from one side of my movie to the other. However, the whole way it appears pixelated. I had done this on a previous movie with the same image, just with a different animation and I had the same problem. But in this case the 'allow smoothing' worked. Not this time though.
I would know if with AS2 it's possible to load programmatically a bulk of images and save them in an array; then how to attach programmatically each image to an empty movieclip.
I know how to do this in AS3 however it seems impossible in AS2.
I'm trying to setup a program that loads a set number of pictures (the exact number is stored in resources/data.txt). Pictures are labled picture# starting at 0 and increasing.
My problem is that I want to store the loaded pictures, which is giving me trouble. When I try to trace the bitArray length, it says it is zero..
My Code:
//Variable Initilizing //Loaders: var mLoader:URLLoader;[code]....
I'm a bit stuck but think this should be a fairly easy problem to fix.I have arranged some movieclip instances on the stage (_root) at author-time and would like to hold them in an array. I can't seem to get the loop at the end of this script to workBasically what want to end up with is a load in animation, by setting the array's visibilty to false initially, then looping through a function to set each indexes visibilty to true, with a setInterval variable so that it dosen't happen too quickly. From there I could add a tween to the loop and fade the array instances in one by one.
shapes = _root["eye1","eye2","nose1","dots1","lips1"]; trace(shapes); //apply some properties to the array
our teacher asked us to do a class project with Flash and I decide to do a demonstration for the different kinds of sorts and for that I need to show this procedure step by step: 1 - compare two elements of the table 2 - exchange their location in case of verification of the condition yet I managed to create a table and fill it with random number i alos did the exchange of the two first elements here is the code :
I have a movieclip that shows an animation onRollOver and an animation on RollOut but onRelease the animation enlarge itselfs but now when I'll roll out when the animation isn't open (so i didn't release) the animation plays the animation for the minimizing of the animation. Here's my code (I know its a bit amateuristic but I'm not a programmer )
I have an interface file, which allows the user to drag mc's onto the stage and save their xy position in accordance to a position on a timeline. For example, mc1 is at x50, y50 at timeline position 1.
I am using an array to save all parameters. When the user is finished they can click play to view an animation of the mc's moving about the stage.
I want a button which will somehow save this animation into an external swf. This swf needs to be independent as it will be loaded onto a website.
I have tried to figure this out in many ways. I am new to actionscript but slowlly getting there.
I have looked into using a shared object, to save the xy positions etc which are then loaded into the swf2. The problem with this, is the swf2 is dependent on the SO plus the SO is temporary. I need to be able to hand swf2 over to the guy to put on his website.
I have also looked into using an intermediate .as code file. I have worked out how to put an mc onto swf2 using the graphic held in the interfaces library. I started working out how to click a button on the interface swf which then attaches the mc into swf2.. but then I realised swf2 still isnt independent.
Now I am completely pulling my hair out. This thing is due soon and I am out of ideas.
Failing everything I thought I could just use a capturing software to record the animation as it plays... but with all the time I have spent on this and how far I have come in actionscript it is annoying that I cant work this out.
I have a movie clip that I add Bitmaps by using addChild(). I was wonding how would I go about displaying the next image that I added because as of now it is stuck on the first image.
I was wondering which method would be the most efficient (run faster)...Lets say I have multiple layering of animations, say a moving sky, then birds, then fireworks ordered respectively. Is better to have one bitmapdata (called BD) then do a copypixel of sky, then bird, then firework at every tick (I'm using a timer) and put it in one bitmap.
Or is it better to have 3 bitmaps (and put into 3 different sprites) with the animations separated, so when I update the birds I don't have to update the sky.share any knowledge on pros or cons of using multiple bitmaps vs using one bitmap in that situation. Aside for the increase of initial memory used.
I'm loading some external images and trying to get them to smooth, but for some reason it's not happening. i've been trying everything i can find on the internet over the past 10 hours or so, and nothing's worked.The code on my movieclip (first frame) is:
[code]...
my images are very high-res, so i know it isn't a resolution issue. anyway, they look crappy when they're sized down too. also, i'm pretty sure smoothing is the issue, because i have a very similar image in the library (a detail from the same shot, and similar resolution, etc.), and it looks great when i allow smoothing in the bitmap properties panel.
I have a Bitmap where I can draw on. After some seconds I want to let the drawing fade away and blend over to the original picture/bitmap. Can I do this with the blend mode by drawing the original bitmap on it? I tried something like this and of course it isn't right. Just copying the alpha channel if I get the documentation right.
dstBitmapData.draw(srcBitmap,null,null,BlendMode.ALPHA,null) dstBitmap = new Bitmap(dstBitmapData);
I want to put some percentage to the destination bitmap. So that after doing this some frames the original picture will be visible. As the user can interrupt this by start drawing again I want to use the BitmapData object dstBitmapData.
I wish to add some 3D bitmaps to my 2D game. Everything is currently drawn via copypixels into the only movieclip and that is rendered. Am I correct in that I need to create (for example) a sprite, add a bitmap to it, perform all my 3d transformations and then simply .draw the result into my bitmap? If so are there any simple examples of doing so, also what about camera, focal length, perspective etc. etc. Are they taken into account before the .draw?
I have a jpeg that I have exported to actionscript via the library. The jpeg class is "adcouncil". If I want to add it to the stage I would use the following code:
Code: var adcouncil = new adcouncil1(150,150); var myImage:Bitmap = new Bitmap(adcouncil) printMC.addChild(myImage);
The problem is that I want to ad these Bitmaps to the stage dynamically. My first instinct is:
Code: var adcouncil = new this["adcouncil1"](150,150); var myImage:Bitmap = new Bitmap(adcouncil) printMC.addChild(myImage);
Trying to add EventListeners to Bitmaps.Can I add an EventListener directly to a bitmap?If I load an image to a UILoader then addEventListener to the UILoader instance that works just fine, but if I use a Bitmap instead, nada...I could load the Bitmap into a Sprite and add the EventListener to that, but would prefer the direct method...
Sometimes I have a problem publishing to an xfl file. The bitmaps in the library do not save with the xfl save to the LIBRARY folder. I've tried resaving as another .fla before re-exporting as an xfl. but I do not seem to find the proper way to overcome this?
I'm having an issue where after 24 bitmaps are placed inside a sprite, the first bitmaps start to disappear. When the last added Bitmaps get removed from the display list, the older ones start to reappear. Go here and check it out: http:[url].... draw 24 dots or whatever with the pencil tool (the only one that draws to a bitmap). You should notice that the 24th dot will cause the 1st one to disappear. Undoing (which simple removes the top bitmap/sprite) causes the 24th one to be removed (which is correct) but the 1st one also reappears which means its still there just not visible .Here are the relevant methods:
Code: private function nextShape() : void { newShape = new Sprite(); newShape.mouseEnabled = false;[code].....
I'm confused by a tip in Adobe's own documentation that says:Avoid using gradients, because they require many colors and calculations to be processed, which is more difficult for a computer processor to render.I understand how this would be true in a vector shape fill, but they aren't specifying vector. It seems to be implied they include bitmaps too, since the next couple tips are bitmap related.If they do in fact include bitmaps in this tip, can someone explain to me how this is possibly true? In a bitmap a pixel is a pixel. I don't see how it matter that the pixels form a gradiated color or not, the software still has to read and write each pixel regardless.
I'm looking for a good method to resize bitmap images to fit within the constraints of a container object whose size will change based on the browser window dimensions, etc. Basically, it needs to scale to fit. I'm using the following for resizing by height. "largeImage is a bitmap object.
I would like to have a SWC file with many bitmaps stored in it, which can the be called and loaded dynamically when they are needed.The SWC has been made, with the Bitmaps set to export.In my main class I am running into trouble trying to access these classes.Different sources are offering different advice, could someone advise the best way to gain access to these classes within the SWC, and the best way to access the SWC from within my file.URL]they offer a solution which involves having to statically name the classes at runtime (these arent exported bitmapdata classes but same idea)this second link is a person describing a solution to the problem described in the first link. His solution involves what appear to be either flex or command line compiler directives
I'm working on a flash website that consists of 3 frames (1 = preloader, 2 = instances of symbols, 3 = the main page/view). I've gone through and optimized all my static bitmaps/movieClips and removed any symbol that I've exported for ActionScript from exporting in the first frame. Even after all these steps frame one is still the longest to load (797kb on a 32.6 kbps simulated download), only showing the preloader when the whole file is at 86% complete. Any further steps to take to get frame one's size down?
I've imported 29 bitmaps into my library (gifs, each one 1728x1152, size ranges from 4-14kb, in each case the vast majority of the image is transparent). I add each one to the stage in the following manner:
var img1Data = new img1(1728,1152); var img1Map = new Bitmap(img1Data); containerMC.addChild(img1Map); // MovieClip to which all of the bitmaps are added
I has a series of bitmaps which have been broken apart in flash, I want to know if it is possible to go into these bitmaps using their bitmapdata and edit them based on information on the arrays that I get. I.E. I want to delete the transparent pixels each one has.
Obviously I can do this by hand in photoshop or just using the lasso tool, but I have several thousand bitmaps that I have to edit, so I'm hoping theres a way to do this through code.
i've used a Loader and URLRequest to download a .png from the internet and add it to my display list. since it's already a bitmap, does it have built in bitmap data already? or do i have to create the bitmap data myself?also, why does the same trace statement return false in the mouseMoveHandler when it outputs true in the displayImage function?
var imageLoader:Loader = new Loader(); imageLoader.load(new URLRequest("http://somewebsite.com/image.png")); imageLoader.contentLoaderInfo.addEventListener