Web Development :: Saving Image Out From Beneath Mask From Within Sprite
May 31, 2011
I've got a sprite object that gets a custom shape loaded into it, that gets used as a mask so as to cut out a custom shape from an image that is loaded in with a loader object - The loader(loada) and shape(lines) objects are both children of the sprite object - I've added code to save out the image from beneath the mask but when the save function is called nothing is saved out, and no errors are thrown.[code]
I'm putting a mask on an image that is being animated around the stage which works fine, but when i change the mask using as3 the mask stops following the image and stays in one place.. while the image moves around the stage... is there a way to force the mask to stick on the image?
I've managed to draw a custom shape onto a canvas and use that shape as a mask over an image. Is there anyway possible to crop the image and save it out in the custom shape?making whatever is outside the shape transparent? The only image cropping i can find is using rectangles, whereas i need a polygon shape.
Is there any way to display a border around the shape that is being used as a mask over an image? I've created a custom shape using points and set it as the mask over an image... But when i set it as the mask the lines between the points disappear.
I am looking for a way to save an array of sprite on the user drive and then read this array...I saw method for saving text file. It quite simple... but it seems that saving an array is not very documented.
maybe point me towards a better way to mask. png file is way too big. I have been using the mask layer option to create my own mask around a jpg image by drawing around it on the mask layer. There has to be a fetter and faster way to do this. Is it possible to maybe have a specific color range have an alpha value of 0. Similar to green screening whereas If I put the item I want to clip on a green background flash will auto take out the green for me. and by auto I mean action script maybe. I think this can be done but im not finding it.
how are these guys clipping these images [URL] they have the movie clips set up where the black background on the 3 layers of shoes is getting masked out. When I go into the shoe movie clips I see there is a black background but it just disappears when I go back to main timeline.
I have two sprites, the first is the mask and the second on is going to be masked by the first. Right now I can see the second sprite that is masked, but not the first that is doing the masking. Is there a way to show the sprite that is doing the mask?
So i have this sprite that is say arbitrarily 100 x 100 which is added to the stage. Now when content is added to this sprite the sprite expands automatically as it should. I dont want this to happen, what i want is to set a defined boundary i.e. 100 x 100, if too much content is added i can be able to scroll it. My problem is i cannot add a mask to the stage like the conventional way because i have many other boxes like this that vary in dimensions and number. I found a way i can do this but its very inefficient, what i did is i created a movieclip filled it say 100x100 with some color then instantiated it. Next i added the sprite and if content overlaps it wont be visible, only 100x100. I sort of stumbled on this and dont know exactly why this works. Any help is well appreciated, thank you.
Being a complete beginner in AS3 (and coding in general), I'm trying to do the opposite of what's seen in this swf (I'd like to have the spinning logo filled with the background colors): [URL]. I was thinking of a very simple way with this kind of code:
ActionScript Code: var i:int=0; var logo_vector:MovieClip=new LOGO_VECTOR(); logo_vector.x=192; logo_vector.y=140; //logo_vector.cacheAsBitmap=true; [Code] .....
But while a logo_vector.rotation makes the logo spin around the Z axis and works, the rotationX gives a black screen. AS I could see the logo appearing onone frame, I thought that caching as bimtap on each frame would do the trick but it doesn't. I tried to put the logo into another movieclip but still no chance.
I thought about drawing the logo into a new bitmap as well, and then do a work on the pixels directly to have an opaqe background and the black logo transparent but there again, I can't get the logo position to refresh properly (and can't get it to be in the center of the bitmap).
I tried to copy the sprite into a bitmap: var masque:BitmapData=new BitmapData(384, 282,true,0x00ffffff); var masque_bmp:Bitmap=new Bitmap(masque); and Masque.draw (logo_vector);
In the Enter Frame function but I'm getting an empty rectangle and if not used as mask, the graphics are not refreshed)?
I may have hit a limitation of DisplayObject's "mask" property. I have one Sprite that is filled with a pattern, and is the size of the stage. I have another sprite that is smaller, is filled with a solid color, and is rotated a bit on the Y axis. I am trying to mask the "pattern" sprite with the smaller sprite. It works fine when the smaller sprite is not rotated, but as soon as I rotate it, the mask no longer works.
Assuming this was some kind of limitation, the only solution I found was to use bitmaps, drawing each sprite onto a corresponding bitmap, and then copying the mask bitmap's alpha channel onto the pattern bitmap. Is there a better way? I would basically like to use 3D transformation to create a shape, but I want the fill pattern to be a 2D bitmap that is not transformed with it.
I have created a Sprite that contains 3 movieclips that act as masks for another movieclip. 2 of the moviclips have an alpha gradient but I cannot get the alpha to work. I have the three masks because they are separately animated.Here is my code.
var maskContainer = new Sprite(); maskContainer.addChild(WebPageMaskEndT_mc); maskContainer.addChild(WebPageMaskEndB_mc);[code]....
NOTE: I have also tried setting cacheAsBitmap for the 3 individual masks but no results.
I have run into strange behavior drawing a sprite into a BitmapData. This sprite looks fine when drawn directly to the screen. But when this sprite is drawn into a BitmapData, the sprite is being masked... but there is no such mask applied to that sprite! This "bad mask" can be toggled off and on... by applying / not-applying a different mask to the sprite I am drawing. This mask is not the same shape or location as the "bad mask".
How can I show an image that I have just captured with the webcam?I am able to save that image using PHP but before I save it, I want to show a preview. How can I do this? Here is a snippet of the code that I think can be used to do this:
ActionScript Code: foo = new BitmapData(640,480); foo.draw(myvideoobject, scaleMatrix);
So for the splash screen at the beginning of an iPhone app, usually a Default.png is created and added to resources folder to add it. In Flash CS5 IOS development there is no resources folder so I was wondering if anyone had any experience how to get this to work.
I need the user of my Flex application to be able to save a snapshot of part of the UI to a local jpg file. I got the screenshot part down - can generate an image out of any given control. However, the only way I see to let the user save the image locally is to send to my server which would return it with the appropriate Content-Disposition.
Does anybody use bare .SWF files as webpages? I know it's possible; it seems to work fine for me. Why would I embed a SWF inside an HTML page if it's just going to be full screen (I mean the size of the browser's normal viewable page area, not COMPLETELY fullscreen)?
Is there a lack of browser support? Or is this functionality determined by the browser's Flash plugin?
I want to have a web site which switches the web camera of users, makes a video recording and send results to my web server.Is it possible to do that? I think it should be. For example such sites as chatroulette.com starts web camera. Should it be done with the Adobe Flash technologies? Is it hard to do that?
If I load a web page full of other files, e.g. images, my browser doesn't load them all at once.I seem to remember reading that IE will only have at most 3 requests open at a time for a page. The rest will be queued.If I have a flash movie on the page which is continually making image requests, how does this affect the maximum number of downloading files in the browser?
Is this browser limit accurate, and is it generally the same across browsers? Does flash share the requests of the browser? If not, does flash have a limit and what is that limit? For some background, I do have a flash movie that is continually loading files so there is a queue of Loaders waiting to make requests.My idea was that if there was a different request that I needed to be executed straight away I could make it jump the queue by making a javascript call and allowing the browser to make the request instead.
Im quite new to actionscript and am in the process of making a simple platformer game. This is my first project and am still learning all the functions of actionscript.I am trying to embed an image, and then have a sprite have the appearance of that image ( I dont know how to word that any better...)[code]Im getting no errors, but the Sprite is still not showing the image i want it to.
I'm trying to do the opposite of what's sen in this swf (I'd like to have the spining logo filled with the background colors):I was thinking of a very simple way with this kind of code:
Code: Select allvar i:int=0; var logo_vector:MovieClip=new LOGO_VECTOR(); logo_vector.x=192; logo_vector.y=140;
[code]....
but while a logo_vector.rotation makes the logo spin around the Z axis and works, the rotationX gives a black screen. AS I could see the logo appearing onone frame, I thought that caching as bimtap on each frame would do the trick but it doesn't.I tried to put the logo into another movieclip but still no chance.
I thought about drawing the logo into a new bitmap as well, and then do a work on the pixels directly to have an opaqe background and the black logo transparent but there again, I can't get the logo position to refresh properly (and can't get it to be in the center of the bitmap).
I am trying to make a flash application that can save (to the user's local hard drive) a screen shot of the canvas (or more accurately part of it).I've dabbled with Quasimondo's Bitmap Exporter which did some funky stuff to render an image, ship it to a php script on the server, and bounce it back to the client. But not only is that inefficient it also has two other major flaws:
1) it's written in actionscript 2 so I can't use any actionscript 3 abilities.
2) it breaks as soon as one of the images on the stage is defined as a variable brought in through $_GET rather than hard coded. (the image comes in fine but then the rendered finished product is a blank white image)
Im currently trying to work the imageSnapshot function in flex. Ive been looking hard but I cant seem to find a solution to my problem. I wish to take a screenshot of one of my components, to capture the final output of my program, since a plain "printscreen" cuts off some of the output due to it scrolling. My current code looks like -
<mx:ApplicationControlBar dock="true"> <mx:Button label="Take snapshot of Profile" click="takeSnapshot();" />
[Code]....
Now i think this is taking the image of the viewstack which I want... But Im stumped on what to do from here! Is it not possible to now just copy the image to the clipboard, or produce a new window in my browser with the entire image inside?
I'm using sephorith's excellent export jpg with flash and php set up which can be found here:
[URL]
I have this working, taking a simple grab in my flash movie and finally displaying the image in the broswer as a jpg. This is all fine, however, instead of displaying the image in the browser, I want to just save it into a folder. I know very little php, but in the file provided, he uses the line:
[CODE] // print out the correct header to the browser header("Content-type:image/jpeg"); // display the image imagejpeg($img, "", 90);
I am working on a web-tool that allows users to add pre-loaded tiles of data as overlays to Google Maps. I then want users to be able to save their work. I'm approaching this as them saving a series of images that they can then import to work and add text etc to a layout they choose. If you want to see it in action, it's available here: [URL]
My issue is saving the map image.
I started by trying to use BitmapData.draw() and the JPGEncoder class in the as3corelib and this works for the 2 legend images. It also works for the map when testing on my PC (and changing the Global Security Settings). As soon as you put it on the server it hangs at the BitmapData.draw() line, and I've since found out that this isn't resolvable:
code.google.com/apis/maps/faq.html#bitmapdata
I went back to trying to use map.getPrintableBitmap (code.google.com/apis/maps/documentation/flash/reference.html#Map.getPrintableBitmap; which I'd previously discarded due to poor resolution). I can still pass this through JPGEncoder and am now happy with the result. However, the code only runs when no overlays have been added to the map.
Is it possible to save image from Flash with ActionScript3 without using of any server side script? I need the download image functionality on application distributed on a cd so I can't use any server side scripts.
I've been given a Flash tutorial to post to the corporate website that is an .exe file with an embedded Flash player. Users will be on IE, so I guess they would get the run/save prompt. I don't like this and I know it generally isn't done, but I need to know if it is OK to just do it. When I try to explain the security issues with executable files, eyes glaze. Is it possible that the users' system admins would be able to block the run prompt and make the user save the file? Could they block that too? The user community is hopeless, so having the embedded Flash player could be a good thing.