Actionscript 3 :: Creating Reflections Using Bitmap Data?
Oct 14, 2011Can 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.
View 2 RepliesCan 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.
View 2 RepliesI'm making an image gallery. It has thumbnails underneath the main image that have reflections. The problem is, when I scroll the thumbs from side to side, the reflections aren't in sync - they take a while to catch up...I was wondering if anyone knew of a better way of doing this.Here is my code (the "onLoop" function is an ENTER_FRAME event):
ActionScript Code:
var refBmpData:BitmapData;
var refBmp:Bitmap;[code]......
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.
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I have an xml gallery and I am trying to add reflections to the images. Is there a way I can add the reflections to a loader? Or what do I have to do?
Here is my current code:
import fl.transitions.Tween;
import fl.transitions.easing.*;
import com.pixelfumes.reflect.*;
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Also the nextImageF works just fine but the prevImageF load both the previous image and the next - AT THE SAAAME TIME! What's up with that? - Do you know?
I cant get my reflections to render. look at my class and tell me you can see what I am doing wrong.
Code:
package {
import flash.events.Event;
import br.com.stimuli.loading.BulkLoader;
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I'm attempting to create what will look like reflections of photos (MovieClips) on a Flash screen (CS4) using AS3, and recently became hip to the Transform Matrix class. I'm understanding the process of applying the transform.matrix OK and everything is going well, EXCEPT one thing... I think I need to learn more about using "deltaTransformPoint()" to counter the effects of skewing and flipping with a matrix. However, I've been searching but can't find documentation anywhere. Is it no longer supported in AS3? So far, I've been able make it look OK by tweaking the X & Y location(s), but this seems inefficient.
View 4 RepliesSo, I want to create an effect such that each frame I :
1 ) create a bitmap representation of the stage.
2 ) reduce the bitmap's alpha to .75
3 ) remove any currently existing bitmap from stage
3 ) add new bitmap to stage.
If I'm correct in my thinking, this should effectively create the illusion that the stage is fading over time, as every time you call bitmapData.draw() the bitmap will be set at .75 alpha. This *should* mean that when I apply .75 alpha to the new bitmap that it should effectively result in a new image that is .75 * .75 alpha (.56), then on the next frame again it should be lower still (.42), and on... .31, .23, .17, and so on... But it seems that what's *actually* happening is that the new bitmap always *looks* like it's .75 alpha every frame.
ActionScript Code:
import flash.events.*;
import flash.display.*;
// draw a black box...
this.graphics.beginFill(0x000000);
this.graphics.drawRect(0,0,100,100);
this.graphics.endFill();
[Code] .....
Additionally, I've tried using stage.invalidate and doing parts of this in an Event.RENDER handler, but it didn't work either...
I have the following code
///Get BitmapData from library in SWC
var ClassReference:Class = getDefinitionByName(products[i].producticon+"Data") as Class;
// Create new BitmapData Instance From it
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I get null in the trace. How do I make a dynamic class that I can refer to for this bitmap similar to how your reference a class from and embedded media?
Is it possible to create a bitmap tile pattern in the non rectangular movie clip using actionscript 2.0. If possible how can i do it.
View 0 RepliesI'd like to know if there's a way to take data entered into a field in flash, save it, and call it later via an object.I don't want anyone to walk me through it if there is, that's not what I'm asking. I'm just asking what I need to know in order to do this. I'd like to build a certain flash app that takes information (such as a name, paragraph, and/or sentence) saves it, and can then be recalled when a user clicks a button... even if the user has closed out the application.I'm still relatively new to flash, I know enough to get by on basic projects, but I want to expand my knowledge so I don't end up stuck in a beginners rut.Would this require using PHP and Flash? Or can it be done entirely in flash via exporting data to a designated external file?
View 2 RepliesI'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();
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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);
View 3 RepliesI want to save a screenshot from my Flex app on the Webserver (LAMP). Here is the Flex code:
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Is there any easy way to crop my BitmapData without converting it to Bitmap (I only want the first 300x200 pixels).
View 9 RepliesI 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
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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.
View 6 RepliesI'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?
View 5 RepliesI 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.
View 1 RepliesIs 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
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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?
I captured screenshot of my ui element, and would like to send it to server, using httpService.
Currently I am doing the following:
var httpService:HTTPService = new HTTPService();
httpService.method = "POST";
httpService.url = "/admin/compositions/add/";
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I import my images with
imageLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, onComplete);
imageLoader.load(imageRequest);
and then try and cast as a movieclip:
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extract bitmap data from an flv stream?
View 2 RepliesI 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.
View 4 RepliesI 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.
View 4 RepliesI'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.
Is there a way to draw two bitmap datas together, composited with a particular blend mode?
View 4 RepliesHow 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?)
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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.