I have a bitmap (bitmapData) that I'd like it to change colors over time. I've seen examples of applying a color transform and I couldn't get it to work. Also, with those examples they only apply one color. I would like to animate through the ROYGBIV range.
Is there way to use bitmap fills instead of solid colors for the Coloring Book by Zelwyn?I want to color shapes with bitmap fills. If the user changes his mind, then he could recolor the shape with a new bitmap.It would be the exact same as the coloring book, except using image bitmap fills.
I'm using CS3 with ActionScript 3. I'm a designer by training and have been tossed into coding by happenstance. My perfect scenario: User sees an easily navigable list of colors, each with swatch (like a small square) and name (text). (I basically want something like the InDesign color swatch list, in dropdown or list form.) She selects a color. Appropriate movie clip is filled with said color. First of all I'm not even sure what component to use. I had a ComboBox that was working great except for only showing color names, not swatches. I could use a custom data provider with the ColorPicker, but the user needs to see our assigned color names.
Is a TileList my best bet? If so, how do I set up a TileList with color swatches and names to then change the color of a movie clip when the user selects a color? I can make it work (except for swatches showing) with my data provider set up with color name in the label spot and hex value in the data spot, with simple code of this sort:
I wonder what kind of class(es) I should use to accomplish this task. I have two predefined colors, 0xFF0000 and 0x00FF00 (red and green), and I would like to set a number of gradiants of colors between these two colors. [code]This generates a random color, but I don't want to generate just any random one. Does anyone know what kind of color class I should use to accomplish my task objective?
how to convert a decimal value to a hexadecimal with actionscript...
I want to make a funtion which will assign a random color to a movieclip... And the "set rgb" function requires the variable passed to be in hex. Bummer.
Also I could solve this problem if I could convert a string to a hex number insted of a decimal like with parseInt()
I think the solution may lie within the bitwise operators >> and <<, etc,... But I have no clue as to their use...
in order to set the back by using this function ; SWFMovie->setbackground( int $red , int $green , int $blue ), only decimal numbers can be used in the function. but it is said that it can be set by using hexadecimal value. but when i tried putting in the hexa values, an error occured.
I want to ues XML to make various things dynamic in a site, including different background colors. XML values are always as strings and I cannot seem to find how to convert from the string to hexadecimal number that is needed to ues the setRGB function.[code]...
I want to use a TextFormat object as an argument to a function that uses its properties to generate a css style object to use to style some text. My reason for doing this is that I also use the TextFormat object directly to format som other non-html formatted text.
This all works fine except for the color property.a TextFormat object takes a color reference in the format 0xFF0000a style object takes the color ref in the format "#FF0000" I need to read the color property of the TextFormat object and reformat it to the hash prefix form that the stylesheet understands. I can't seem to get this to work though.
First off, if I try to access the textformat color property flash seems to convert it to a decimal number somehow, which does not seem terriby helpful. Secondly, even if I use bitwise operations to turn the number into r.g.b. values, I don't know how I can then turn those into a hash prefixed string of the hexadecimal value.I'm working in Flash 8 pro, AS 2.0 (using SE|PY), on windows XP
I parse a file from which I fetch String variables representing Hexadecimal values, in order to use them as RGB color codes.
How to convert these Strings into Hexadecimal values ?
For example, I load a variable with the value "0xFFFFFF" from a file. This varaible is a String. I want to use the value in a SetRGB function, but it can not handle String, and can't do the conversion itself. So, how can make such a conversion ?
my_color.setRGB("0xRRGGBB") does not work. I need my_color.setRGB(0xRRGGBB).
I want to store textfield data in a variable, the textfield will only contain "red, "blue" etc, and convert these strings into their hex values and then use that variable in beginFill method.
I have an xml file containing color values to be applied in a series of shapes in my swf. However, when I try to assign the values, it doesn't work, it recognizes only a string and assigns the value 0 to the colors.
I passed dynamically value for color code But Its number format,but i need Hexadecimal color code?how can i convert numer format to Hexadecimal format in as3?here my code
ActionScript Code: var tf:TextField = new TextField(); tf.text ="jkg"
I have started working with colors and have got a need for playing with hexadecimals. I tried making a variable which adds two hexadecimals, and it works but when I trace the answer, it comes out in decimals. How can I make it remain in hexadecimal or convert the decimal to hexadecimal?
I'm having this problem with sending data to back-end party. So what I'm trying to do is to send hexadecimal data to a back-end party.It is binary data that's converted to hexadecimal in order to attach an image to an e-mail.The bottom code is the image that has bin created, how ever my code works when i DON'Tadd this code to it (d.addChild(mSiloDrawing.getDrawing()); it returns a movieclip see code) when I do add this code it givesme an end of file error.
Code: Select allvar d :Sprite = new Sprite; d.graphics.beginFill(0xFFFFFF); d.graphics.drawRect(0, 0, LocalController.globalStage.stageWidth,
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 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),
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?
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:
how can i create an opposite of a hexadecimal color? for example, i'd like to convert 0x000000 (black) into 0xFFFFFF (white), or 0xFF0000 (red) into 0x00FFFF (cyan). those are rather basic colors, while variants of colors can have more complex hexadecimal values, such as 0x21B813 (greenish). are bitwise operators required for this? maybe a loop of each digit to calculate it's mirror from 0 to 15, or 0 to F (0 become F, 6 becomes 9, etc.) i'm using ActionScript, so i'm almost certain that this would be done the same way in Java.
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,
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:
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).
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.
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.