ActionScript 3.0 :: Remove A Bitmap Data From A CanvasBitmap?
Jan 25, 2010
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?
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 have added a bitmap in movieclip using attachBitmap in my Flash Actionscript 2 project. Now i am having trouble to remove bitmap that is created once. If anyone can give idea how can i do this.
I am very new to ActionScript programming, and I am using AS 3.0. I am attempting to create a drawing that constantly needs to be updated. The drawing is a graph based on arbitrary, constantly changing, data points.Each frame however needs to be redrawn with a new bitmap. How do I remove the old bitmap before I display the new one ? I have tried using remove child, but when I do, nothing at all is displayed.
I was wondering if there was a way to remove the white space from an imported image using ActionScript 3?My ultimate aim is to be able to upload an image through flash (and .net) then load the image into flash and remove the white backgrounds.E.g. if your designing a t-shirt, and want to upload a logo, you would want to get rid of all the white that comes with your image around the edges to just leave the logo on the t-shirt.
i placed png file inside movie clip... when a event trigger the image there should pop up appear.. main thing is the event should not trigger in the transparent image area.. using as3..
I tried to drag in from Photoshop a layer with an image and transparent background, but it turns white in Flash, so I imported the image from psd. However, the black background is interfering with the placement of the image. In OLD flash, there used to be a magic wand and the ability to select areas of the bitmap and delete, but it seems that the feature is now missing or hidden in new flash. I turned the image into bitmap and I don't want to trace it, because it is a photo. So, without tracing, how do you now edit the image as I'm trying to do?
So I have a BitmapData object that's 400x400, and is mostly transparent with a small area (up to 50x50) of color somewhere inside. That's drawn to a bitmap, and now I somehow need to generate a Sprite that is only the dimensions of the small colored area, and sits in the same place on the screen.The size and position of the colored area is variable, and the operation to create the new Sprite must be near-instantaneous, so no lengthy pixel comparison exercises.
2: Without altering it,I make a copy of it and use it display to users in resized format
note: I won't display the original image.
3:Now when user deletes the resized image,i need to delete the image loaded as bitmap i.e. the original image which i won't be displaying
For that I used bitmap.bitmapData.dispose() method.But,it doesn't free up the memory taken by the bitmap.For instance at initial state the memory usage is 58 Mb and upon loading 3 images the size increases to 87 Mb.And when I delete all the images the size decreases to 81 MB only.
2: Without altering it,I make a copy of it and use it display to users in resized format note: I won't display the original image.
3:Now when user deletes the resized image,i need to delete the image loaded as bitmap i.e. the original image which i won't be displaying
For that I used bitmap.bitmapData.dispose() method.But,it doesn't free up the memory taken by the bitmap.For instance at initial state the memory usage is 58 Mb and upon loading 3 images the size increases to 87 Mb.And when I delete all the images the size decreases to 81 MB only.I feel the loaded bitmap is not completely removed.
I'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();
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);
I 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
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.
I'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 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.
Is 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
[Code]...
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?
Can 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.
I 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.
I 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.
I'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.