Runtime Bitmap Fill
Hello!I want to make a memory game like this:The game will contain 60 cards (30 cards with unique content). I want a simple turning animation when I click the card. So, I'll make one single movieClip for all the cards. The problem is that I want my every card to have a different image for the back side every time (all the card will combine a specific pattern).The question is: how can I do that?One solution will be to change the bitmapFill of my animated shape card but from what I searched this is not possible without redrawing the shape, loosing the animation this way.Here's my pattern that my cards will need to have:
ActionScript.org Forums > ActionScript Forums Group > ActionScript 3.0
Posted on: 08-01-2008, 12:42 PM
View Complete Forum Thread with Replies
See Related Forum Messages: Follow the Links Below to View Complete Thread
Mask A Runtime Created Gradient Fill
I m having problems in masking a gradient fill created at runtime. Actually i had a movieClip an then at runtime created three movieClips
1.gradient filled rectangle mcGrad,
2.loader to load an image mcLoader
3.a curved rectangle mcMask
trying to mask mcGrad and mcLoader with mcMask
image gets masked but mcGrad not, i m writing as-:
mcGrad.setMask(mcMask);
mcLoader .setMask(mcMask);
To Fill With A Bitmap
SO far I have a movie clip with 30 button in it, each button calls another Movie Clip to attach to yet another Movie Clip called "door"
I have 30 Movie Clip's all the same shape the only only diffrence is that they have to have a Bitmap Fill to them. is there any way using action script to just use one Movie Clip and Re-Fill it upon (Release)with a bitmap fill? YES I AM STILL NEW TO ACTION SCRIPT but thanks to all of you I am learning very fast.
Bitmap Fill...
Hi guys and girlies!
I want to fill a graphic wit a bitmap. But if I fill the graphic the bitmap enlarges to fit the graphic. I know I can resize the bitmap, but I want the exact same sizes as the original bitmap. How do I do that?
E.
Bitmap As A Fill?
I'm trying to pick apart an fla, and there are bitmaps in the file where if I click on them it comes up as a shape fill. Under the picker for the fill color, the bitmap shows up as a tiny picture where the paint bucket is. If I click on the paint bucket and pick a color the picture goes away and turns into the solid color. Does anyone know how they did this?
Bitmap Fill
I created a Bitmap fill, with these foreground dots. But my intention is to fade out the bottom part of the bitmap. I'm not sure if I should do a new gradient fill over the Bitmap, or, if there is a way to fade these dots. I pasted the AS if anybody knows how to do it.
Quote:
var fx:Number = 0;
var fy:Number = 0;
var fw:Number = mainFg_mc.width;
var fh:Number = stage.stageHeight;
var myBgDots:Sprite = new Sprite();
fgDotsLoad_mc.fgDots_mc.graphics.beginBitmapFill(n ew fg_dots(0, 0));
fgDotsLoad_mc.fgDots_mc.graphics.drawRect(fx,fy,fw ,fh);
fgDotsLoad_mc.fgDots_mc.graphics.
fgDotsLoad_mc.fgDots_mc.graphics.endFill();
fgDotsLoad_mc.fgDots_mc.addChild(myBgDots);
fgDotsLoad_mc.alpha = 0.5;
Fill With Bitmap
I downloaded a movie off of flash kit to have a look at, and the graphics inside where as if they where a rectangle filled with a bitmap.
How is this done?
Bitmap Fill Bug
I found a wierd bug in MX where you use a bitmap fill for a texture or whatever on frame 1 - play movie, everything looks perfect. When you add another frame or scene the bitmap becomes completely distorted.
Any ideas or suggestions are appreciated.
Thanks
Larry
Bitmap Fill Scale To 100%?
How do I make a bitmap fill scale to 100%???? I have a bitmap that's striped, so as you can imagine, I _need_ it to be at 100% scale to avoid nasty aliasing. Does anybody out there know what to do?
Bitmap Fill Problems...
Does anyone else have problems using bitmap fills? I'm trying to design an interface with parts that have nice bitmap metal textures on them but when i try to copy a symbol with a bitmap fill or move one from the library, flash gets stuck using 100% of the processor resources and refuses to stop until i end task it. This shouldn't be happening should it?
Machine Details:
AMD Athlon XP 2.2Ghz
1GB DDR RAM
Windows XP Home
Flash MX
Problem With Using A Bitmap As A Fill
I have been using an image of water as a water texture on a movie. Using the same bitmap but on another file the texture has changed durastically. It was a light blue colour and now it is a dark blue colour.
Problem With Using A Bitmap As A Fill
I have been using an image of water as a water texture on a movie. Using the same bitmap but on another file the texture has changed durastically. It was a light blue colour and now it is a dark blue colour.
How To Do Bitmap Fill Using Actionscript
Hi, I notice that when you draw something using actionscript on an empty movieclip, you can only fill it with a certain color.
I was wondering is there a way to fill it with a bitmap, sort of like pattern/tile or something ?
thanks
How To Bitmap Fill Dynamically
How to fill up a polygon dynamically ( at run time) with some bitmap. Can transformation of that bitmap fill, also be done at runtime?
Bitmap Fill Bg Class..
Hi! I m trying to make a class which fills the background with a bitmap tile. It works fine, except for 2 things. The background doesnt fill when the class is instanciated, only when i rezise the window it starts to fill.
The second thing is that when i resize it, the fill doesnt fill from root._x = 0. When i scale the window bigger the x start posotion for the fill moves along to the right at the same time as i scale the window ...if you know what i mean..
Code:
import flash.display.*;
class cafe_zero.Main{
private var __mRoot:MovieClip;
private var __bmd :BitmapData;
private var __mTile :MovieClip;
private var __stageL :Object;
// CONSTRUCTOR
public function Main(root:MovieClip, bg:String){
var __scope:Object = this;
__stageL = new Object();
//__stageL.addEventListener();
__mRoot = root;
__mTile = __mRoot.createEmptyMovieClip("_bg", __mRoot.getNextHighestDepth());
__bmd = BitmapData.loadBitmap(bg);
__stageL.__target = __mTile;
__stageL.__bmd = __bmd;
__stageL.onResize= __scope.relocate;
Stage.addListener(__stageL);
relocate()
}
// PUBLIC FUNCTIONS
private function relocate():Void {
trace("
// relocate function
");
var __scope:Object = this;
//__mRoot.__scope._x = 0;
__scope.__target.beginBitmapFill(__scope.__bmd);
__scope.__target.moveTo(0,0);
__scope.__target.lineTo(Stage.width, 0);
__scope.__target.lineTo(Stage.width, 750);
__scope.__target.lineTo(0, 750);
__scope.__target.lineTo(0,0);
//trace(Stage.width);
}
}
Gradient To Bitmap Fill
hello,
I need to know if there is a way to have a fill that is half gradient half bitmap. sort of like a red motherboard that fades to a red color.
thanks,
RoninSamurai
Bitmap Fill Tween Not Possible?
Hi all,
I was just wondering, is it not possible to have a shape tween for a bitmap fill on an object?
Let's say I want to have a zoom-in effect tween on a bitmap fill, I'm just puzzled why it can be done on gradients and not bitmap fills.
Thanks.
--Hofuzz
Trace Bitmap At Runtime - Is This Possible?
Hello everyone,
I am wondering whether Flash's excellent trace bitmap feature is available through actionscript at run-time. I wish to try and use flash to accomplish this task from within a Director projector, accessing an external bitmap image.
Anyone have any experience with this?
Thank you,
Tim
Use Runtime Bitmap Caching?
what is the property feature "use runtime bitmap caching" used for? mousing over the checkbox gives an explanation, which i understand, but i don't know why you would use it. i think it may help with a problem i'm having too and wanted to check with you guys to see what you use it for and the consequences, if any, of using it.
i have movie clips that have images loaded into them from an xml file. so mc1 is on the stage, in frame 1, with an instance name of mc1. in the actions layer of this frame, my script loads an image into the clip via an xml file. all works fine and good. now in frame 2 i want to re-position mc1 into the same position that mc2 is located. whenever i copy the instance from the previous frame, then manually re-position it.... all is still well, the images load fine. however, whenever i just rename the instance name of mc2 to mc1, the image doesn't stay loaded into the clip? why not?
Exporting A Bitmap At Runtime?
I'm wondering if it is possible to export a "screenshot" of the stage to an image file that the user can download. for instance, they draw a picture, click a download button, and get a prompt to download the image they've drawn as a jpeg or what have you. I've found some sparse info about using PHP to send a bitmapdata object to the server (I think), but I need a little more help. I'm working with AS3 and CS3.
Thanks!
When To Use 'runtime Bitmap Caching'?
As title says.. when is the appropriate and most efficient way to use runtime bitmap caching.
For instance:
Say I have a circular prize wheel with text in each slice (all vector). This mc is placed on the root directory and contains only 1 frame and is animated via AS. Is this a ideal situation to turn on 'runtime bitmap caching'?
If situation changes:
Instead of animating the wheel via AS, I instead create motion tweens inside the wheel mc. Should you still use bitmap caching on the mc? What action or properties of this mc would alter the reasoning for using bitmap caching or not using it (should i use it if the wheel animates constantly or only animates once)
Even though this is scenario based, i would like to think it would be a similar situation for if i was using a vector logo instead of the wheel mentioned above, or any other vector graphics for that matter.
on a side note: Is bitmap caching only effective for vectors or can they be used on animating and no animating imported png's/gifs/jpgs..etc.. nested in mc's?
cheers for any helpful thoughts.
Argh, Bitmap Fill Problems Help
Hmmm whenever I use bitmap fill, the bitmap is miniature in size... I want a bitmap fill with one big bitmap, instead of many small ones!
anybody know how I can achieve this?!? thanx
Can You Save A Stroke Or Bitmap Fill?
Hey Guys,
2 questions////
1)After you create a custom stroke is their away to save it for future use besides resampling it from an existing object?
2)is there a way to get a "bitmap fill" to be saved in the color swatch pallete.
thanks a lot for your help
-m
Donīt Color A Word But Fill It With Bitmap
Hi!
I have once seen a tutorial on how to fill a word by bitmaps. I canīt find it now. I have a word, kind of a logotype that I want to stand out from the background. I know you can do a lot of things in flash8. I would appreciate any tips of tutorials on this subject.
How Can I Fill The Background With A Small Bitmap?
Hello all.
if I fill an image in photoshop with a bitmap and then export this to flash, the swf becomes huge.
to reduce the final file size of my swf, I am looking for a way to fill the document background with the same small bitmap, inside flash, as a symbol that is repeated in the background... (something like duplicate symbol..)
I know I can set my bitmap as the background of the page / table / cell in html ... but I would like to include the background image inside my flash.
how can this be done?
Change Bitmap At Runtime Through ActionScript
Hi guys,
Is it possible to change a bitmap at runtime through actionScript?
For example...
The movie clip guitarMainMC contains a bitmap called A_fing3_fret3...
on click, can the bitmap inside the movie clip be changed to a bitmap called A_fing2_fret2 inside the same guitarMainMC movie clip?
Thanks, Rob
[F8] Use Runtime Bitmap Caching - All The Time?
Hi
I'm a bit confused with the 'Use Runtime Bitmap Caching' option
I know what it does, but will it also work on objects that are also moving/ rotating? (Everything I'm using is moving and/or rotating)
And if it doesn't work, will there be any consequences of leaving it ticked for everything? More CPU, more RAM, larger filesize?
Or should I turn it off for everything?
Many thanks
:-)
M
How To Disable Runtime Bitmap Caching?
I'm using a ColorMatrixFilter on a Movie Clip to change the image inside the Movie Clip to Gray Scale and I discovered that the filter is setting the Bitmap cache to true which is causing the image to shake when the container Movie Clip is moved. Is there a way to disable the cache on the Bitmap? I've already tried to set cacheAsBitmap on the Movie Clip and the filter to false. thanks
Unable To Load The Bitmap At Runtime.
import flash.display.BitmapData;
var testBmp:BitmapData=BitmapData.loadBitmap("Sunset");
var testClip:MovieClip=this.createEmptyMovieClip("testClip",tsetClip.getNextHighestDepth());
testClip.attachBitmap(testBmp,1);
testClip._x = 20;
testClip._y = 20;
is there any problem for above code?
HELP PLZ / Blend; Use Runtime Bitmap Caching
Hi ... am using flash MX pro 2004, and am working on some masking yet the blend check box for useing runtime bitmap caching in the bottom doesnt exist. is there anyway i can make it apear ?? or is it the flash am using ??
I would apreciate some help plz :roll:
cheers :lol:
Bitmap Fill A Shape With A Image Of Same Size
Hello,
I want to fill a circle sprite with a bitmap of a circle of the same size. However, when I do so, the bitmap image is off centered in the circle sprite. Here's what I'm doing:
Code:
package
{
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.Loader;
import flash.display.Sprite;
import flash.events.Event;
import flash.net.URLRequest;
import flash.events.MouseEvent;
/**
* ...
* @author
*/
public class Main extends Sprite
{
private var loader:Loader;
private var circle:Sprite;
public function Main():void
{
if (stage) init();
else addEventListener(Event.ADDED_TO_STAGE, init);
}
private function init(e:Event = null):void
{
removeEventListener(Event.ADDED_TO_STAGE, init);
// entry point
var img:URLRequest = new URLRequest("circle.png");
loader = new Loader();
circle = new Sprite();
loader.load(img);
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, complete);
}
private function complete(e:Event):void
{
var bitmap:Bitmap = Bitmap(loader.content);
circle.graphics.beginBitmapFill(bitmap.bitmapData);
circle.graphics.drawCircle(200, 200, bitmap.width / 2);
circle.graphics.endFill();
addChild(circle);
circle.addEventListener(MouseEvent.MOUSE_DOWN, move);
circle.addEventListener(MouseEvent.MOUSE_UP, stop);
}
private function move(evt:MouseEvent):void
{
circle.startDrag();
}
private function stop(evt:MouseEvent):void
{
circle.stopDrag();
}
}
}
Part of the bitmap image seems to wrap around inside the circle sprite. I've attached the code and the PNG.
My bitmap image will be more complex, so doing a beginFill() is not a solution.
Thanks.
Fading A Bitmap Fill To Black & White- Possible?
I've started with a bitmap filled shape, that i converted to graphic to be able to tween. Ideally i'd like to have it fade to a desaturated version. (for a static antiquey kind of feel when it is not active)
Do i have to create a BW version of the bitmap and swap them? Or is there an easier way?
Thanks
Color Bitmap Fill Question-FlashMX2004
Hi,
I am using the following code for creating color areas (similiar to that of a user controlled coloring book):
on (release) {
iColor = new Color (this);
iColor.setRGB(_root.fillColor);
delete iColor;
}
Instead of using the RGB mode, I'd like to use Bitmap fills. Can anyone help adjust the coding?
Fill Pixels With Bitmap Tile Image
I was wondering if this was possible. I currently have a BitmapData the size of the stage, which I have drawn several splodges of complete black. The splodges are sort of circle but more like paint splodges. What I was wondering. Is there anyway to apply a tiled bitmap fill to the black areas. Sort of like applying a texture?
Thanks
Bitmap Smoothing - Scaling - Fill Window
Hi there,
I'm trying to find a way to do this:
http://www.kirupa.com/forum/showthread.php?t=274060
but instead of it being a slideshow on a timer, I would like to have buttons for navigation. The aim of the site I'm currently developing is to have it's portfolio (large images) displaying full window with bitmap smoothing. So, they (the images) would be the background.
If possible, I might want to try to not have xml. I would not mind having all the images in the main movie. I appreciate the loading time quality that this feature adds, but I also like having my images all loaded so there is no delay at all while navigating the gallery.
If there are source files, tutorials or anything that looks only at the fitting to window, smoothing and scaling .. I would really appreciate being pointed in that direction. I'm not advanced enough to know how to modify what I have.. I have much to learn and the deadline does not allow me time.
-hroth
Fading A Bitmap Fill To Black & White- Possible?
I've started with a bitmap filled shape, that i converted to graphic to be able to tween. Ideally i'd like to have it fade to a desaturated version. (for a static antiquey kind of feel when it is not active)
Do i have to create a BW version of the bitmap and swap them? Or is there an easier way?
Thanks
Export Vector / Bitmap Data At Runtime
Is there a way to incorporate functionality (like a button) which when pressed can either:
Copy the content of a flash movie as a bitmap
* or *
Copy the content of a flash movie as a vector
AT RUNTIME?
I don't really care how the bitmap/vector info will be stored, although I would definitely like it on the clipboard.
Any ideas on how to achive this? (If it can be achieved).
Thanks in advance,
Angelos
"use Runtime Bitmap Caching"?
What does this do?
"use runtime bitmap caching"
It's located on the properties panel.
I saw an example of it, and they used it to allow a mask to fade using gradients. which is really cool. But why does using runtime bitmap caching make that happen?? what's is actually doing?
thanks for clearing up all my misunderstoods!
Fill Changes Through Scripting (the Fill Being A Jpeg)
i'm looking for a way to control the fill of an elipse (an external jpeg), through scripting, loading in another via a selection menu.
at present the jpeg is limited by a mask i have over it (showing only the elipse shape i want), but i'd like to make this object moveable so treating it as a fill would simplify (and hopefully speed up) the process.
any help i'd be grateful
Resize Bitmap, Then Draw(Bitmap) To A Separate BitmapData, Doesn't Work Right...?
Hey everyone,
So, I'm loading a jpg into a BitmapData variable, which is liked to a Bitmap variable, then I resize the Bitmap variable.
Every 10 secs it unloads the current bitmap and loads a new one.
But I want to draw the resized bitmaps to a separate BitmapData Variable, except when I try and do that it draws it in the original size... ? Why doesn't it draw the new resized version?
Any ideas?
|