Actionscript 3 :: Trace Bitmap With It?

Jan 27, 2011

I wonder if there is a function in ActionScript that can let me trace a bitmap file on the fly though scripting: something like myimg.TraceBitmap(), instead of having me to open a *.fla and work it there.

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Difference Between Trace Bitmap And Using Command B?

Sep 9, 2009

is there a difference between trace bitmap and using command B?
 
If not I find that command B retains more detail of the bitmap.

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Professional :: Poor Quality Motion Tween With Png Image, Tried "Trace Bitmap" But Then It Looks Like A Newspaper?

Feb 28, 2012

I'm trying to get a transparent image to fly in from the side.  So, I *thought* I was doing the correct thing by moving the "symbol" off of the visible portion of the stage, and creating a motion tween to move it onto the stage.  The motion works, but the quality of the image in general (and the text in specific) looks pixelated.Thus, I did a little bit of snooping, and everyone said that you should start with a bitmap.  So I saved the image from Photoshop into .bmp format, and was able to set the properties to "allow smoothing" and with lossless compression.  So far, so good.  Now, as I expected, the transparency is no longer there... 
 
So here's the question:  how can I make this image retain its quality, still have transparency, and a motion tween?It seems like this is some set of characteristics that don't play well together, even though I see this type of thing online ALL the time.I tried "Trace Bitmap" to convert to a raster image, and tried to follow some suggestions online, but when I do "Trace Bitmap", it ends up looking like it has a bunch of grayish dots on the image... definitely NOT what I was expecting.

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ActionScript 3.0 :: Trace The Path Of An Object By Using SetPixel On The Object's Position Every Frame In A BitmapData/Bitmap Pairing?

Feb 16, 2011

I'm trying to trace the path of an object by using setPixel on the object's position every frame in a BitmapData/Bitmap pairing. These pixels aren't showing up normally and I suspect I have a fundamental misunderstanding of the BitmapData class. Here's what I'm doing:

public var contrailBase:BitmapData;
public var contrail:Bitmap;
private var contrailColor:uint;[code].....

Using this code, the red pixels don't show up. If I initialize contrailBase to 0xFF000000 instead then I get a black screen on which the red pixels DO draw, but I need the bitmap to be transparent except for the contrail. What am I doing wrong?

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ActionScript 3.0 :: Global Array - Trace That First Element While Trace Is Called Within The Function

May 29, 2009

I am having issues with a global array. I have an actionscript file called MyGlobal.as at the same level as my main FLA:

[Code]....

I am able to trace that first element while trace is called within the function... but if I try to trace that first element outside of the function it is "undefined". Do I need to return the array at the end of the function? I tried that but I cant seem to get it working correctly.

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ActionScript 2.0 :: Modifiy The Global Trace Function To Output The Current Time Of A Trace Action

Nov 9, 2011

I've been playing with prototype a bit and I've noticed that either it isn't as static as it should be or that some functions are protected from altering, or that in some cases the prototype actually extends a function. For example, I was trying to modifiy the global trace function to output the current time of a trace action, something like this :

Code:trace("lulu"); // output 12:48:17.286 lulu I DID achieve something close to it, but it seems that I haven't actually modified the global trace function, but rather it's "_root" counterpart,

[Code]...

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ActionScript 3.0 :: Delayed Trace - First Click Still Trace The Previous Track?

Nov 14, 2009

ive got a loaded xml list for an mp3 player. from playing track1, when i select track 2, it traces "track1" but then after a second click it traces "track2" and stays on that. the actually music for track2 does load on the first click though, but not the trace. anyone know why on the first click it would still trace the previous track? here is the code for that function...

[Code]...

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ActionScript 2.0 :: Variable - Why Does The Last Trace Not Trace "32" Like The Second Trace

Dec 21, 2004

take a look at the results of these traces:

trace(imgGal); //traces "1"
trace(itemClip1._y); //traces "32"
trace(itemClip[imgGal]._y); //traces "undefined"

why does the last trace not trace "32" like the second trace? I want to insert the variable "imgGal" onto the end of the mc "itemClip", how can I do this?

[Code]...

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ActionScript 2.0 :: Last Trace Gives Me Undefined While Trace(temp)?

Aug 8, 2006

var dane:Array = new Array();
dane_xml = new XML();
dane_xml.ignoreWhite = true;[code]....

and this last trace gives me undefined while trace(temp) gives me what I want

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ActionScript 3.0 :: Bitmapdata.hitTest - Bitmap 'emptyBitmap' With Bitmap Data Created

Feb 3, 2009

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.

[Code]....

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ActionScript 3.0 :: Use The BitmapData Property Of A Bitmap And Pass It To The Constructor Of A New Bitmap Object?

Aug 20, 2009

I know the topic of "duplicating" movieclips is a hot issue with the new virtual machine. Luckily, I understand the implications. I only am [currently] interested in duplicating a Bitmap. See, I load an image from an URL using 'flash.display.Loader.load', which is a non-blocking operation in Flash Player.However,I may use multiple copies of the loaded image (which is reported to be a Bitmap, naturally) in the display list at the same time.Hence, I naturally do not want to load the image from an URL every time, because I don't want to wait for a non-blocking call to complete. Nor do I need to - I mean one copy is already loaded, so it should be possible to just "duplicate" it, right?

My idea is to do use the bitmapData property of a Bitmap and pass it to the constructor of a new Bitmap object. I have not tried the following in action, but I want to hear whether any of you did and if the following would not work, what would:

Code:

var original_bitmap: Bitmap;
var copy_of_original_bitmap: Bitmap = new Bitmap(original_bitmap.bitmapData);

LiveDocs mention that the BitmapData being passed to a Bitmap constructor is "being referenced", which to me might suggest it cannot be used twice? There is also the BitmapData::clone() method, which I am not sure is applicable here or not.I know this is a lot of talk instead of just trying this out, but I test so much Flash Player code daily just to see "what works" (which should be documented instead by Adobe),

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Flex - Function To Redraw Bitmap On Sprite Without Passing In Said Bitmap?

Feb 22, 2011

If I have a BitmapData that's already been drawn onto a Sprite. Is there a way to redraw the BitmapData onto a Sprites Graphics object without having to invoke beginBitmapFill and passing in the same BitmapData?

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ActionScript 3.0 :: Drawing From Bitmap To Bitmap Overrides Earlier Graphics?

Dec 29, 2010

I'm working on a game, and to keep performance good, instead of addChild'ing 50 new sprites to the stage every second, I decided to have each player draw to their own bitmap, and then to the 'master' bitmap. This introduces an issue though: the second player would override all data the first player has put into to bitmap...My basic debugging proof of concept:

Code:
// bitmap test

import flash.display.Bitmap;
import flash.display.Bitmap;[code]......

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ActionScript 3.0 :: Copying A Rotated Bitmap Into A Bigger Bitmap?

May 9, 2011

I have a bitmap which has several frames (packed along the horizontal axis). In order to render them I copy it to the backbuffer (larger bitmap) as follows:

Actionscript Code:
public override function copyToBackBuffer(db:BitmapData):void{ if (active)  var drawRect:Rectangle = new Rectangle((currentFrame-1) * frameWidth, 0, frameWidth,

[code].....

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Actionscript 3 :: Update A Portion Of A Bitmap With A Pixelbender Instead Of The Whole Bitmap?

Feb 17, 2012

In pure AS3, I have a pixelbender and a large bitmap. The pixelbender is configurable with a distance parameter to affect only a small area of the bitmap. The problem is that the pixelbender is executing over the whole bitmap. What would be the best way to update only the effected region of the bitmap? Given this config:

[Code]...

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ActionScript 2.0 :: Bitmap Font Text Drawn To Bitmap

Oct 8, 2006

Is there a way to write a bitmap font right into the bitmap being desplayed? Mabey better worded: myBitmap.draw(image, t) draws a picture is there a way to draw text? I'm stuck even if its just a work around in some way I would like to know... (the current work around i have in my head is writing it in a movieclip turning that into bitmap data and drawing it... esentially creating a prototype answering my question... but a built in way would be easier probably).

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Actionscript 3 :: Bitmap Too Big - Limitation Is In Bitmap And Loader?

Mar 30, 2011

In AS3, I am loading a png from a zip file (nochump's zip library through ByteArray to Loader). The png can be up to 45k pixels wide but only 120 tall. This creates a problem in flash, as images can only be ~8000 pixels wide. A possible solution would be to split the images into 6 columns somehow. This would probably need to be done in the ByteArray state, because the limitation is in Bitmap and Loader.

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ActionScript 3.0 :: Draw Bitmap Instead Of Export Bitmap?

Nov 5, 2009

I'm using Sandy to animate some objects in 3D. What I currently do to images which are EXPORTED in the library, I want to do to some bitmaps that I create using the DRAW technique. But it wont work :-(

CODE FOR 'CREATED BITMAP' :
ActionScript Code:
var bData:BitmapData = new BitmapData(myObject.width,myObject.height);
bData.draw(mask5);

[Code]....

Sandy doesn't seem to treat the 'created' bitmap the same as those that are exported from the library.

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Actionscript 3 :: Create A Bitmap From Another Bitmap?

Feb 24, 2012

Let´s say I have a bitmap with 3 colors: red, green and blue (not mixed)

What if I wanted to make a bitmap of the red part of the first bitmap?

I´d like to take the red pixels from first bitmap (and its positions), and make another bitmap.

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ActionScript 3.0 :: Find Bitmap In Another Bitmap

Oct 13, 2009

I haven't worked very much with bitmap manipulation and I need to create an app that can find a bitmap (or a pattern of pixels really) in another bitmap.Are there other methods of doing it besides iterating through the pixels and using getPixel()?I'm of course looking for the most effective solution.

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Flash :: Use The CS4 Tool's On A Bitmap Image After Tracing The Bitmap Image And Applying My Settings?

Aug 7, 2009

Use the flash CS4 tool's on a bitmap image after tracing the bitmap image and applying my settings?

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ActionScript 3.0 :: Getting Trace For 001, 002,003 Etc?

Dec 21, 2010

i'm preparing to do a tile based game, but i'm going to probably have access to at least maybe 20 tiles so i wish to do my tile map like this

var myArray:Array = [[001,001,001,001],
[001,000,002,001],
[001,015,000,001]];

that's a rough example. but to develop a map editor i need to be able to string a number will 0s preceding anything that is less than 100. is there an API for this or would i have to go with something like

if (a < 10) {
string = "00"+a;
} else if (a < 100) {
string = "0"+a;
}

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Trace My Return Value?

Nov 25, 2009

I have define complete event handler and want to return value . But I lose "myString". I do not know how to return "myString" from loadXMLFile.[code]...

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ActionScript 2.0 :: [F8] How To Trace Xml Attribute

Feb 20, 2009

I wanted to ask that what is the method to trace the attribute in the xml file. I am trying a code but its saying undifined. The xml file looks like

[Code]...

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ActionScript 3.0 :: Trace A Cue Point Name?

May 7, 2009

This successfully traces that the cue point has occurred

how do I add tracing the name of the cue point?[code]...

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ActionScript 3.0 :: Trace The Image Name?

Dec 2, 2010

I have a movieclip on stage.I load external image in it.Now on mouseclick over it I want to trace the image name eg "Andrew.jpg"How can I do this.

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ActionScript 3.0 :: CS5 Trace Does Not Show Up?

Jun 29, 2010

I just bought CS5 like a week ago. I'm finally getting around to using it for older content and now my trace output doesn't work for anything. The output window opens up, but nothing prints out. I'm also getting TweenMax errors in something I haven't touched in weeks.

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ActionScript 3.0 :: Trace The Name Of Whatever Hit Movieclip2?

Aug 24, 2011

Im using hitTestObect to detect collision.
 
if (movieclip1.hitTestObject(movieclip2) {
// do something
}
 
the above code detects whether movieclip1 hits movieclip2.... ok
 
if (hitTestObject(movieclip2) {
// do something
}
 
the above code detects whether 'Anything' has hit movieclip2.... ok
 
what i want is a way to use the second code but for example, trace the movieclip's name that hit movieclip2
 
there are above 50 possible movieclips that could have hit movieclip2
 
the only way i've thought of doing it is doing a loop using the first method (replace movieclip1 with movieclipArray[x])
 
but rather than doing a loop i would just like for it to trace the name of whatever hit movieclip2

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ActionScript 3.0 :: Trace Can Not Output Anything

Sep 17, 2011

I'm new to flash but I have over 15 years in software and 20 in IT.In everything I have worked with so far in Flash I've used trace( message ) to put a message in the output window. Then it just stopped.

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Actionscript :: Trace() Is Not Working?

May 21, 2010

I chose new actionscript file(3.0) and wrote as simple as trace("Hello World");, but it is not working. I have flash player 10 and i also made sure i have not checked omit trace statements in publish settings.

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