If I have a sprite, with which I have drawn some stuff, how do I erase part of what I have drawn? Preferably I could use drawRect with some "alpha=0" paint. However, I don't believe beginFill lets you set an rgba color (like you can in bitmapdata). Setting alpha = 0 in beginFill doesn't really do anything -- it just draws nothing. In my particular use case, masking isn't an option. Also, calling clear() isn't a good solution since it clears away everything.
I have one simple app, loads an image and then via class that extends shape the user is able to draw. Now I want to create an eraser tool so the user could erase something that he dislikes. As far as I know the easiest way is to make:
I want to create worm game with actionscript. First of all, i will create the ground with vector draw. By using actionscript, is there a way to edit or delete part of the vector draw(ground) when the target(shooting) hit the ground?
I want to create worm game with actionscript. First of all, i will create the ground with vector draw. By using actionscript, is there a way to edit or delete part of the vector draw(ground) when the target(shooting) hit the ground?
I recently saw "Remove or Reuse" by badaboom, in which he set the the invader instance to "null".In my constructor, I have a sprite variable as [code]When the user clicks the start button, the trail sprite is used.[code]After the user click the start button, a timer starts and the trail is drawn [code]Since this is a simulation, the user will want to erase all the trails drawn at some instance to show new examples. In in the reset button, if I set:[cod]Then do I lose the trail variable? Because I need to re-use it later in the start button and in the timer. I also learned somewhere that garbage collection only collect when the variables does not link to any other instances. In this case, the trail is still sticking onto the container_mc right?I have tried container_mc.removeChild(trail) alone, but when I addChild(trail), none of the trails drawn are deleted.
Im building a pretty simple drawing board in flash, i got this code from this forum and it works fine (there is more to it but this is the drawing part)[code]This works fine. But i want to be able to erase the drawings, step by step this is ths tricky part, ive looked everywhere(ok not everywhere) but in a whole lot of places but the only thing i found is how i could delete everything with removeChild and that in not what i want. Maybe i need to change the function abowe? Please help me to get in the right direction. What should i read about /look at?
I've been trying to implement and make classes out of some code that was written in the timeline by someone else; some problems have inevitably arisen. One of these problems is that I can't seem to compile a specific part of it concerning vectors, given that it tells me that there were no property definitions for the variables and that upon importing, these definitions could not be found:
[Code]....
It also tells me that Vector is not a compile-time constant, and its methods or properties could not be found. Besides this, I can't seem to find the definition for BlendMode for applying a filter with the BitmapData draw() method. Below I list the pertinent piece of code for you to be able to help me in case there's something wrong in my writing. Oh and BWT, what does this declaration mean? var i:Vector.<int>=new Vector.<int>([1,2]); I don't understand why the array brackets inside an int Vector.
I have the code to copy parts of a huge loaded BitmapData to a target BitmapData that is just the size that I can display. I think I have set the scroll bars of an enclosing Canvas to show the size of the larger image and allow the user to scroll. Now I need to put the selected pixels on the screen. When I try to add a Bitmap component as a child of the Canvas, it get an error because Bitmap is not a UIComponent. What's the best way to put the target BitmapData into an Image component?
I have sprite object (a rectangle) with a line dividing it into 2 parts and a text field in the 2nd part. Now, I want to gradually fade out only the 2nd part of this rectangular object to alpha=0.2. How can I achieve this?
I am using a third party flash as3 code to load graphics using sprite. There is a class (load) that takes care of the loading of the graphics.In a new class(getname), I want to be able to1. Load the graphics (done)2. On mouseover change the color of graphics(done)3. Display name of rolled over graphic (not working). I have tried the following in getname:var feature : load;feature.name; I get a null object error. Now I have used the mousevent routine(e.target.name) and can display the instance #(instance149). But what I really want is the name of the graphics that the load function loads (graphics and the dbf with all the attributes including the name).
I"m new to AS3 and I would like to know how can I get to graphics of a Sprite so I could draw it directly from it. I mean I don"t want to use Sprite class as my concrete objects I just want Sprite to hold graphics so if my own object needs to be drawn it asks for graphics to SpriteManager which returns Sprite with required graphics and draws it exactly where I want to not where Sprite's coordinates points to.
Im creating a sprite rectangle and put individual lines in the middle. Certain lines I would like to apply a glow filter to, but I don't want to apply it to the whole sprite.
I have a program that dynamically draws a polygon wherever the user clicks on the screen. (using lineto, moveto) However this polygon is always behind the other symbol objects on the screen even though its added last in the childlist. Is there an issue with depth when drawing symbols vs. drawing with lines? How can I ensure my dynamic object will display in front?
var arrowHeadRight:Sprite = new Sprite(); with(arrowHeadRight.graphics){ beginFill(0xDDDDDD, 1); moveTo(50,0); lineTo(0,50);
[Code]...
On Mouse Over, I wish to change the color of the fill on this shape? Can this be done or do I have to re-draw the graphics with an updated beginFill line?
Is there a neat minimal way of doing this? (this produces an error):
var freeSpace = shape.freeSpace() // returns Rectangle var s:Sprite = new Sprite(); s.graphics.drawRect(freeSpace);
Just looking for a more cleaner way other than something like .drawRect(freeSpace.x, freeSpace.y, freeSpace.w, freeSpace.h) I know you can do it with bitmapData.fillRect(rectangle), but need sprites in this case.
I'm coding games that come with the graphics done. Unfortunately the designer has some bad practices, such as not using Sprite symbols - never. And the files have dozens (even hundreds) of symbols in the library, very few of them with any animation. I would like to re-brand such symbols as Sprite to save some CPU (and maybe even kB), but my graphics-related skills are very low. Where should I start? Check and convert the symbols at authoring time or it's possible to do this at runtime? Can I effectively convert a MovieClip to Sprite (I'm guessing casting to sprite won't help much) or another light image type?
So I'm playing with a project where I want my class to be able to use the functionality of the Graphics class without needing to extend Sprite/Shape. My goal aside, I guess I'm confused as to how it works at all? It's methods don't seem to return anything, and since it's added as a child property of the Sprite/Shape classes , I can't seem to figure out what it's actually doing? It's also one of those classes that can't be instantiated.
At this point, I'm just plain curious. EDIT: I should provide more clear distinction of what I'm looking for as answer. I have read the documentation, but the documentation doesn't account for what AS3 is actually doing. I'm looking for educated guesses about the programatic relationship between Graphics and the the classes that use it.
I am trying to make a sprite button with graphics and can't make it work. I have successfully added text fields so I know the path is correct. I suspected my code was correct and confirmed it should be, after reading several tutorials showing the process for creating sprite buttons with graphics. Anyway, I imported nearly every class on Earth, but certainly everything which needs to be. Stage is gray and 800x600.The graphics code by itself with appear, but not when linked to the sprite. Also, the sprite won't appear no matter what. Another interesting piece of the puzzle: nothing will trace, not even objects such as textfields which actually appear and function on the stage when I text the code.
public class ContactClass extends Sprite { public function ContactClass() { var home_btn:Sprite = new Sprite();[code]....
I have this file http:[url].... Basically lines gets drawn where ever I tween the animation.arrow MovieClip. What I'm wanting to do is be able to rewind the MovieClip and have the line erase its self step by step.
Is there any algorithm to perform erase operation in a bitmap? I would like to create functionality similar to how photoshop or other graphic application performs erase. Is erase operation so difficult that there isn't much help (for bitmaps) available? I am OK even with name of an algorithm, I can proceed from there.