I have made a little drawing program for my daughter, and I have worked in the ability to save and load images that you have made. It's a simple line drawing thing, but she's 3, and it works.Whatand I'm still new with Flash and AS3) is that I can "addChild" to put the jpeg on the stage, but it's on (or over top of) the drawing area. That means that when I start to draw, I don't really add to the picture, instead, it's drawing behind it. I used the line drawing tutorial as the basis for this little app, the basic code is :
Code:
public function DrawMain(){
graphics.lineStyle(theLine,0x000000); //default to black lines
I'm trying to make a 2d birds eye map for my user to move around it, and the map moves around instead of the user MC because I always want the user to be in the middle.
Problem is I load the map into an instance of a blank movie clip on the stage from a jpeg on the server, but I want to be able to put items on the map that the user can interact with at certain coordinates, after the map has been loaded, from some gifs I imported into the library as bitmaps.
I can't seem to find a function that will let me load the bitmaps into the MC that already has the map in it though, is it possible to do it that way? If not then any recommendations?
I'm cutting my teeth in actionscript 3 on a game that has a character running through a world. So, I have set up my Hit Testing by using the bitmap data hit test method, since I figured my world is going to be destructible - it'd be nice to update the level and then redraw it and have the character interact with the new change. (That works beautifully) I am however; a bit confused as to how I have my hit Testing set up. I've been messing around with it, and it works for now - but I'm not sure why.. currently, I have a character set up by using a class I built and using a series of animations I created. So, this character has a walking and falling animation, etc. This is a movie clip.
Then there's a bitmap 'emptyBitmap' with bitmap data created - however; I never really added this as a child to the character. This is sized to the dimensions of my character. My level is created as a movielip, then it's drawn to a bitmap - when the level movieclip is changed, the bitmap redraws, and that's how this updates.
I am trying to create a simple form using Actionscript 3 that will collect data from a form, then pass that data to an asp file. I have attached the following code to the submit button, but this is not working. I'm not sure if I have to add anything else and I don't understand why this is not working.
submit_btn.onRelease = function() { var emailform:text; emailform.email_txt = email_txt.text;
I'm using Flash CS4, as3 and adobe air file. I have an application with 3 scenes, first scene to login, second to set up, and third to see an video. The problem is that, when I put a component in the second or third scene, if a change any property in the component inspector, any property it gives me error. So put the component and I change property by code in as3. But I'm doing things with FLVPlayback component, and now before enter the scene gives me error, the solution will be to get the original properties, but I don't remember, I could install other time Flash CS4, but I can do that for any component, better know the solution.
For example, I have an as file who is the class named p.e. MyMainclass, and in the scene3, I put FLVPlayback, who default values it's the last I used (I don't remember default after installation), if any code in as3, it gives me this error:
TypeError: Error #1009: Cannot access a property or method of a null object reference. at com.program::MyMainClass/__setProp___id2__scene3_myvideo1_1() [com.pro gram.MyMainClass::__setProp___id2__scene3_myvideo1_1:7]
I remove this component, I put another one I never used, it doesn't give me error, I change any property in the object inspector, p.e. color, it gives me error, I change to original property again, and then No Error.
Is this correct? I am gettign this errorTypeError: Error #1007: Instantiation attempted on a non-constructor.I am trying to created a new instance of a movieclip on stage based on the number from elderCount.
//elderCount is a var:Number var elderMan:Array = new Array(new starMovie()); var Star:starMovie = new elderMan[elderCount](stage);
I've been putting data into an array via XML, and then selecting at random an image string to load in a pic at random. But whilst doing this, I wanted to remove the String from the Array that I have just used, so I don't get repetition of the same image in the output. I initially thought that pop would remove the string I had just used - But of course it Removes the last value in the Array instead, which doesn't really help.
Ok - so how about randomizing the data once inside the Array, after it has been pulled in from XML!? That way I can load in the 'last' image, and then pop it out! Keeping a randomized selection of images each time 'it' is loaded
I see a lot of tutorials about coding actionscript 3 when they use all the code in a Class.I keep thinking every time why they use it in a class, instead of using actionscript on the stage.why it is more functional to code a class instead of putting code in the stage actionscript?
I've created a prototype that will copy the pixel data from a movie clip then create a JPG image from it via PHP. It works perfectly. But when the MovieClip (called mcImage) contains a Video Object loaded with a streamed FLV, it won't copy the pixel data to the Bitmap object. The image generated is white. Here's a sample code:
var oBitmap:BitmapData = new BitmapData(nW, nH, true); var oMatrix = new Matrix(); var oColorTrans:ColorTransform = new ColorTransform();
i did a function the captures the stage and save it to bitmap datai want to display that bitmap data on a different frame what code should i do (the bitmap changes becuse the capture function triggerd alot);
I am trying to do an image capture while in full screen, however the full image area is only partially captured, or the coordinates are off. In the source files you will see a few of my attempts commented off.
I'm trying to create sort of an eraser to remove sections of a bitmap on stage.
I have achieved this by creating a MovieClip in flash that is a circle and exporting it as a Class called Hole.
Now I use this MovieClip to erase a circle section of the image using the following.
var mat = new Matrix(); var ct = new ColorTransform(); var hole = new Hole(); mat.translate(x,y); image.draw(hole, mat, ct, "erase");
Now what im trying to do is scale the size of the circle depending on a certain variable but no matter what I try the scale doesn't seem to change and. The size seems to stay the same as I drew it in Flash. I tried adding the following line
hole.width = hole.height = size;
I even created a class file called Hole and the size as a parameter
var hole = new Hole(200);
This didn't work either it still appeared to have the same size. I have even tried altering the scaleX and Y values with no success.
I am adding a bunch of bitmap data (images) inside a canvas bitmap (using copyPixel) which is added to the stage (addChild(cavasBitmap)) how can I remove a bitmap data from a canvasBitmap?
I have to take a snapshots form my webcam every 5 minutes. Now my script is whit a button and its working but my file have to take the picture alone and then again whitout button to send them? I saw something on the net but when I try to do it its not working.
Is it possible to get the bitmap data from a component using ActionScript? I dynamically load an image. onComplete I create a Flex Image component and add the loaded image to the source
[Code]...
Later I want to create a new Image component and get the bitmapData from the first Image. I have tried this canvas.getChildAt(0) Which seems to give me the Image, but I can not figure out how to get the bitmap data. canvas.getChildAt(0).bitmapData; gives me a compile error "... undefined property" how ot get the bitmap data so I can use it in my new Image component?
Can anyone point me to demos or source code for creating reflections in actionscript? I want to create the effect of an object sitting on a reflective surface.
I would like to extract the most common color of a bitmap. My first idea was to do this by looping through the bitmapData and extracting every pixel color and storing it in an array. But the function has to be as light as possible so my question is; Is there a more lightweight approach to achieve this? The function is used to extract background color of a Bitmap.
I am working on somethign at the moment which allows a user to use a local connection to send and receive bitmap data. But I am havign a slight problem. Ok so at the moment I am using code from the bytearray live jpeg encoder to encode bitmap data as jpeg and then send it on to another swf opened at the same time when I click on an mc in the send swf.
So here is my code:
ActionScript Code: // CODE INSIDE OF SENDER var localConnection:LocalConnection = new LocalConnection(); import asfiles.encoding.JPEGEncoder;
[Code].....
But what ends up happening each time is that it seems to draw only the bottom right quadrant of the mc I am targeting. As shown by the screenshot I have provided. When the user clicks the first of the blue buttons it should send the whole bitmap.
I'm working on developing a casual FB game in AS2 where one of the features is that the user can put on a cropped version of their FB profile pic on the sprite's head. I don't know how to send bitmap data over the wire in AS2, and since I'm sadly not using AS3 (which supports ByteArray), am looking for an alternative way out.
I'm creating a mosaic application from facebook images and I have all of the coding working, my problem is I'm duplicating (cloning) Bitmap's in the final mosaic because obviously there aren't enough images on everyones facebook to make up the 1000+ images in a mosaic
See in the upperleft how all the images are very well defined, but then as the grid continues to the bottom and right each image gets less and less accurate until it is just one color...The code I am using is just,
ActionScript Code: var myClone:Bitmap = new Bitmap(arrayBMD[index]); addChild(myClone);
where arrayBMD is an array that holds each BitmapData for each Image.
How fast can I draw a bitmap? (60 htz = 60 fps right? That's what I need)Does player's visual stay in sync with the refresh rate of the monitor? I mean if I had multiple threads running in the backround but Flashplayer's priority to High would it not be interrupted (choppy)?
Do event listeners work when the user's focus is on another application? (say voice chat for example. Hit a key and BOOM. You speak. But if the user is tapped out would it pick up? Can I make an actual SAFE place I can store data? I mean, does the FileSystem have any tricks that allows only the application requesting the file to read it? I mean there's "locking" but can't all files can be unlocked? Even if they can't it doesn't take a pro to scan for all files on the system..An undetectable file
Do bitwise operations work at the same speed on all compilers? Does anyone know where that GreenThread build went? I had a good one a while ago but deleted a lot of things in confusion (in order to get that "start fresh" feeling...recovering all files as we speak) Speaking of recovering, how does File Recovery work? I hear it scans the hd sectors for file headers and pieces them together. I would like to make one (instead of using the one I have now) Is this the MAIN forum for as3? I've only been to this and flash develop (though I hear stackoverflow is good too?)
So I am working on this project for work and we have a bunch of sprites with transform matrix that contain the rotation, scale, x, and y coordinates of various parts of a character, i.e arms, legs etc. so we are then drawing the individual sprites onto the same bitmap data. Then we store it in a vector and display it later.
The problem is the models are too big. So I want to resize them, without having to rebuild the entire matrix, since I don't want to go through every matrix in the sprites and manual calculate the scale, rotation, x, and y after it has been made samller. Is there a easy way to do this? To resize the bitmap data and maintain the data that is already set up to construct the model? I can't share the code but the psuedo code is: we create a bitmapdata of a specific width and hight.
We the loop through all the children of a wrapper sprite and do a bitmapData.draw of each of the children and use their matrix for the second param, and then have it build to the bitmap.rect.
I would like to learn how record a user mouse movements during their session in the app.Well really I'm looking to record what the user draws, save that data, and call it back I've seen apps where it plays back what the user drew line by line. I've been looking though AS3 Bible and and AS3 Cookbook