Following up from: http:[url]...I am trying to comeup with a function to print without creating a sprite, because that's what it seems to be causing my problem:
public function printScreen():void {
var pJob:PrintJob = new PrintJob();
var options:PrintJobOptions = new PrintJobOptions();[code]....
This is coming up with an: Error: Description Implicit coercion of a value of type flash.display:Bitmap to an unrelated type flash.display:Sprite. So how do you print a bitmap without creating a Sprite?
I have a sprite that has a scrollbar that uses the scrollrect feature. The sprite has several bitmaps and textfields. When I print the outer sprite (The one with the scrollrect) all of the textfields outside the scrollrect are cut after the first line. In case anyone else is having problems with printing sprites with scrollrects using the bitmap printing option fixes and prints most of the stuff in the sprite. Excluding all textfields outside of the scrollrect. This however can be fixed partially by embedding your fonts.
So now the only problem left is printing multiline textfields that are outside the scrollrect. P.S. Imho the scrollrect should have nothing to do with the printed area of the sprite because the printJob.addPage has a printarea parameter.
//I can get the right margins by defining a rectangle and giving it the following dimensions:
var rect1:Rectangle = new Rectangle(0, 0, 792,612);
//When the print button is pressed the following code executes using the dimensions defined by rect1:
prntCover_btn.addEventListener(MouseEvent.CLICK, printCover); function printCover(evt:MouseEvent):void { front_mc.visible = false;
[Code]....
This is not working to place the mc correctly on the page. This is all the Adobe help provides. Also Googled and tried different variations but no success.
There is a wide known issue with printing of Flash content in Firefox and Chrome browsers.So,one solution was created by "AnyCharts".But it seems not to work.I also tried to implement the latest version of the component that is now hosted and Google Code.I did exactly as the manual prescribes but it still doesn't work.AnyChart guys say on their blog page that something should be done with CSS as well ,but as you can see from the manual at Flash-Print-Fix home page ,there is no mention about CSS setup. My code works like this:
When i click cancel on the print dialog box, i get error below and it blanks out my swf. The error consists, that whenever i try to print and cancel it, or even when i do succesfully print, swf goes blank.
I'm printing from flex, and since I want to customise the jobs such as with margins and a title, I created a UI Component PrintTemplate. I add my stuff to the PrintTemplate and then I print it.So the code is something like:
printTemplate.addElement(diagram); addElement(printTemplate); if (printJob.start()) {
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 have pre-existing PDF files which I would like to send to a PrintJob in Flex 3. I can load the files fine with UrlRequest, but I need to somehow get the data into a Sprite to be included into a PrintJob.
I want to load an external image (dest) and display it on the stage, and i want to load another image (src) which will not be visible. When i hold the left mouse button on the image that appears on the stage, then a function that start copies the src image to the dest will be invoked. Actually i want to reproduce the scratch effect on an image that hides another underneath. here is my code [ the copypixels function is triggered on mouse_move event for debug purposes ]
Although the two images are loaded into memory and the first one is shown on the stage, when the mouse_move events triggers the corresponding handlers the copy does not work.
I'm going wrong with this? I'm trying to create a print button and a sprite, but nothing is showing up when I publish.n what I'm missing? Basically what I'm trying to do is create a coupon that can then be printed.
//_____PRINTING FUNCTION_____ var printContent:Sprite = new Sprite(); var printBtn:PrintBtn;
if it is possible to covert a bitmap to a Sprite? I tried casting it to a sprite, but that does not work. The reason why is because if figured out that you can't use the addChild option on a bitmap.
how to addChild bitmap in Sprite. I have one bitmap image in my libary. Now, I want to add it into my "Sprite" display object. I can put my libary's bitmap into movieClip but I want to do in pure as3 .
I've got a Sprite object that I would like to extract somehow into a Bitmap object in order to manipulate certain pixels. For example, if i have a diamond shaped Sprite, I would like to convert it into a bitmap
/*the point of this is to add a keyboardEvent to animate the image*/I am loading a bitmap image using this function:
var myLoader : Loader = new Loader(); var myURLRequest : URLRequest = new URLRequest("thesus.png");myLoader.load(myURLRequest); function myOnComplete(event : Event) : Bitmap{ var loader : Loader =
Maybe it is a bad habbit which still i have from Flash Professional, but : I am trying to add a simple Sprite or/and Bitmap on just created, empty application, and it just not hapening.
I have a PNG that is a child of sprite object. The PNG consists of a shape in the middle of a transparent background (the alpha value is zero). I want to change the color of the sprite, but I do not want to change the transparent background.
What I want to do is draw the outline of an object using the IDE to create my movieclip symbol...this object will be an enclosed region e.g a cloud. I then want to be able to fill the internal area of the object with a bitmap using actionscript.
I had assumed that I would be able to do this via graphics.beginBitmapFill but there doesn't seem to be a way to specify to draw the outline within the MC or to do a floodfill with a bitmap using a point of origin within an enclosed region.
I load a picture file by Loader and add Bitmap into sprite,like follows:sprite1.addChild(myBitmap);Now I want to get the myBitmap from sprite1,how can I get myBitmap from sprite1,what code can I use?
I've just switched over to AS3, and I'm completely stumped with something.
I'm working on a project where I keep adding children to a MC already on the screen. There are two types of these children: Sprites that I use to draw lines using moveTo, lineTo, ect. Then there's sprites that have children inside of THEM that are bitmaps.
For some strange reason, the Sprites with the bitmaps on them always have a higher depth/index (AS3 terminology is still weird for me) than the normal Sprites.
Here's a diagram of my MC/children/children layers:
---------------=> (Sprites that draw lines) (MC on Stage) => ---------------=> (Sprites that hold bitmaps) => (Bitmap)
can you create arrays of Bitmap and Sprite Objects? or Custom Objects?
if not, how would you typically create multiple Objects of the same type? just a loop with
var enemy:Sprite = new Sprite(); for(var count:int=0; count<10; count++) { enemy = new Sprite();
[Code].....
That way could be fine for many things, but theres other things I want to do.. such as, create an array of wav sounds.... and my program could pick and choose them, so they wouldnt need to load them on demand.. midi files too.
I'm making a game where the player moves around a map, where the player can walk and where they can't is decided by the color of the pixel they are trying to move onto, which I get using the Bitmap.getPixel method.
What I'd like to do though is when the map image is loaded process it into a sprite or something which I can then use the DisplayObject.hitTest methods on. So I have an array of colors whcih the user can walk on, is there way I could go through each pixel and build something that would let me do that?
Is there a way to detect the type of a DisplayObject with a switch case statement?I noticed that you can check if the displayobject compared to the type returns true or false.
Trace(mydisplayObj is Sprite); //return true or false Trace(mydisplayObj is MovieClip); //return true or false
But isn't there an option to get the type of the displayObject directly?
like, switch (typeof(mydisplayObj)) { case Sprite: break;
I'm doing a simple rotation on a sprite but there's a weird behavior where the sprite does not rotate around it's top left. I think I'm rotating along the top left of the test class instead of the sprite child. I would like to rotate the rectangle around it's top left corner (kinda like a clock hand). The code is pretty short so I'll let the code + pictures explain my problem:
package { import flash.display.Sprite;
[Code]....
I've read a lot of stuff about rotating around a fixed point, I've tried doing it with movieclips instead of sprites, I even copy pasted a tutorial on rotation and nothing works.