Saving Bitmap At The Run Time.
I'm working in a flash project and there is a requirement as follows.
Once a user regstered in the site, the user directs to a flash page where he can select a background and inputs his details to create his membership card.
My problem is after finishing the card generation, the user should be able to save this card as a either JPG or PDF.
Hope any body will help me with this...
Thanx. Nirosh.
Ultrashock Forums > Flash > Flash Professional
Posted on: 2006-11-10
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Hey guys,
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Hi all
I recently downloaded a file from http://www.m3style.lv/bo/experiments/flash2jpg/
and trying make it run with no success!
I have PHP Version 5.1.1 with gd installed but when creating jpg it hangs.
===========================
Calculated after 2.328 seconds
Sending data to server...
Finished sending / GD rendering after 55.531 seconds
Loading img/rendered640.jpg...
===========================
as I opened the fla have noticed it has link to external swf "core.swf"
I tried to change the url param with following:
System.security.allowInsecureDomain("core.mochibot .com");
to
System.security.allowInsecureDomain("core.http://xyz04.sbn-sacs.de);
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ActionScript Code:
MochiCore = function () {
};
MochiCore.selectVersion = function(mochiClip) {
var clipUrl = mochiClip._url;
if (clipUrl.indexOf("?") == -1) {
clipUrl = clipUrl+("?v="+escape(getVersion())+"&fv=");
if (_level0._root.getSWFVersion) {
clipUrl = clipUrl+_level0._root.getSWFVersion();
} else if (typeof (System) != "undefined") {
clipUrl = clipUrl+"6";
} else {
clipUrl = clipUrl+"5";
}
// end else if
mochiClip.loadMovie(clipUrl);
}
// end if
};
if (typeof (System) != "undefined" && typeof (System.security) != "undefined") {
if (System.security.allowDomain) {
System.security.allowDomain("core.mochibot.com");
}
// end if
if (System.security.allowInsecureDomain) {
System.security.allowInsecureDomain("core.mochibot.com");
}
// end if
}
// end if
MochiCore.selectVersion(this);
could someone please explain me,what exactly the above codes?
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how can i change this ???
This is a "bit" of the whole script
-----------------------------------------------------------
if (hour<12) {
meridian = "AM";
}
if (hour>12) {
hour = hour-12;
meridian = "PM";
}
if (length(minutes) == 1) {
minutes = "0"+minutes;
}
if (length(seconds) == 1) {
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}
currenttime = hour+":"+minutes+":"+seconds+" "+meridian;
------------------------------------------------------------
I'm sure the script relies on the computers time, so it should automatically adjust to the current time.....but somehow it doesn't!
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hello,
I am adding the same sound to many many rollover buttons.
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Hi
I'm a bit confused with the 'Use Runtime Bitmap Caching' option
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Many thanks
:-)
M
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Creating A Time Saving ChildNodes Var
Hello all
I have been passed a project that integrates XML with flash and as I only have a limited knowledge of using XML I wondered if anyone could offer some help on this question.
if you go to this link it shows how the file works and looks now which should help in my explanation. At the top of the map there are next and previous buttons which take you to different "divisions/ladders". These divisions are set as the first childNode and within these are the different bits of information that is shown at the bottom of the map (map name, clan name, next match etc).
Now, the countries are set up as buttons so the information is shown as you roll over each of them and this is where the problem arises. If a new division is added then I will have to go through each country (40+ and counting) and then change each mention of the "division" childNode 10 times within each button. I wondered if it was possible to set up this first childNode as a variable that would only need to be changed once for the whole of a new division rather than 400+ times.
An example is the following:
Code:
on (rollover) {
country=sd.childNodes[0].childNodes[8].childNodes[0].firstChild;
clan=sd.childNodes[0].childNodes[8].childNodes[2].firstChild;
field3=sd.childNodes[0].childNodes[8].childNodes[3].firstChild;
field4=sd.childNodes[0].childNodes[8].childNodes[4].firstChild;
field5=sd.childNodes[0].childNodes[8].childNodes[5].firstChild;
field7=sd.childNodes[0].childNodes[8].childNodes[7].firstChild;
field8=sd.childNodes[0].childNodes[8].childNodes[8].firstChild;
field9=sd.childNodes[0].childNodes[8].childNodes[9].firstChild;
field10=sd.childNodes[0].childNodes[8].childNodes[10].firstChild;
mapImage.loadMovie("http://www.eurodomination.co.uk/cod2/images/maps/mp_leningrad_small.jpg");
}
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Thanks in advance
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mydate = new Date();
//The value of the string will be something like : Mon Nov 19 16:37:42 GMT+0100 2001 //
//And the following will create a new variable named "newdate" which is the current date like this: "23-11-2001"//
newdate = mydate.getDay() add "-" add mydate.getMonth() add "-" add mydate.getFullYear();
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if (newdate == "23-11-2001") {
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I was wondering if anyone knew a way to save a list of variables to a normal text document during the run time of a flash executable file. I would then launch a batch program to run a c++ program to do some computations on this data, then resave the result to a new text file which would be read into flash again. I already basically know how to read in the variables to flash from a file, but how do i store variables to a file during run time? Thanks for any help or ideas.
-Tim
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But how the heck do I do it using Flash 8 (AS 2)!?
I am creating a program that will be constantly running, but in the case that the file is closed down, I need to have the variables that were set previously reload when the .swf if opened again.
This is all running on a local machine of course....
Can anyone tell me? This shared object stuff looks way to complicated to possibly be the only way.
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Anyone please help?
There is a tutorial on loading swf files into dummy movies to save on download time. I tried it and can't for the life of me make it work.
I created a dummy movie on main timeline and named the movie symbol Container.
I made a script to load the swfs into this movie by:Load Movie command, target than /Container
for some reason I can't get the swf file to play this way.
Is there something that I'm missing. I'm pretty much doing what the tutorial says.
Tom
Saving Download Time By Loading Swf Into Dummy Movie?
Anyone please help?
There is a tutorial on loading swf files into dummy movies to save on download time. I tried it and can't for the life of me make it work.
I created a dummy movie on main timeline and named the movie symbol Container.
I made a script to load the swfs into this movie by:Load Movie command, target than /Container
for some reason I can't get the swf file to play this way.
Is there something that I'm missing. I'm pretty much doing what the tutorial says.
Tom
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Hi all ,
I have an interesting question for you. What do i do if i wanted to store the current day and time in a cooky on a users computer and then everytime the user used the flash program - a specific frame of a movie would show depending on how long its been since they first 'joined' the flash program i.e. with a username and password?
Many thanks in advance
Regards
Q
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?
CopyPixels While Moving Bitmap When Overlay Layer Has Bitmap Effects Bug?
hi,
Wanted to create a walking character, using a large image of all this character postures as resource.
Did this:
1. Created a new Bitmap with its BitmapData
2. Created an EnterFrame event listener to this Bitmap where:
a. I move the Bitmap to the right
b. I change the character posture by copying pixels from the large image to the characters BitmapData
Works fine...
But then I've added another layer (sprite) on top of this bitmap.
Added a glow filter to this layer (sprite) and got the following bug:
The character (Bitmap) is leaving trails as it moves... as if Flash doesn't clean after it...
Please see attached files - it's all there, short and clear.
Basically, the pseudo code looks like this:
--------------------------------------------------------------------------------------------------------------
var __sourceBmpData:SourceBmpData = new SourceBmpData(72, 128);// SourceBmpData is a linkage name to an image on the library
var __imgBmpData:BitmapData = new BitmapData(24, 32, true, 0x00000000);
var __imgBmp:Bitmap = new Bitmap(__imgBmpData);
this.addChild(__imgBmp);
// add event listener
__imgBmp.addEventListener(Event.ENTER_FRAME, Walk);
// bug layer
var bug_mc:Sprite = new Sprite();
this.addChild(bug_mc);
var glow:GlowFilter = new GlowFilter();
glow.color = 0xFF0000;
bug_mc.filters = [glow];
// enter frame
private function Walk(event:Event):void {
__imgBmp.x = 32 + __posX * 12;
__imgBmpData.copyPixels(__sourceBmpData, new Rectangle((__posX % 3) * 24, 32, 24, 32), new Point(0, 0));
__posX++;
}
--------------------------------------------------------------------------------------------------------------
Is it a bug or am I doing somthing wrong?
Thanks,
EZ
CopyPixels While Moving Bitmap When Overlay Layer Has Bitmap Effects Bug?
hi,
Wanted to create a walking character, using a large image of all this character postures as resource.
Did this:
1. Created a new Bitmap with its BitmapData
2. Created an EnterFrame event listener to this Bitmap where:
a. I move the Bitmap to the right
b. I change the character posture by copying pixels from the large image to the characters BitmapData
Works fine...
But then I've added another layer (sprite) on top of this bitmap.
Added a glow filter to this layer (sprite) and got the following bug:
The character (Bitmap) is leaving trails as it moves... as if Flash doesn't clean after it...
Please see attached files - it's all there, short and clear.
Basically, the pseudo code looks like this:
--------------------------------------------------------------------------------------------------------------
var __sourceBmpData:SourceBmpData = new SourceBmpData(72, 128); // SourceBmpData is a linkage name to an image on the library
var __imgBmpData:BitmapData = new BitmapData(24, 32, true, 0x00000000);
var __imgBmp:Bitmap = new Bitmap(__imgBmpData);
this.addChild(__imgBmp);
// add event listener
__imgBmp.addEventListener(Event.ENTER_FRAME, Walk);
// bug layer
var bug_mc:Sprite = new Sprite();
this.addChild(bug_mc);
var glow:GlowFilter = new GlowFilter();
glow.color = 0xFF0000;
bug_mc.filters = [glow];
// enter frame
private function Walk(event:Event):void {
__imgBmp.x = 32 + __posX * 12;
__imgBmpData.copyPixels(__sourceBmpData, new Rectangle((__posX % 3) * 24, 32, 24, 32), new Point(0, 0));
__posX++;
}
--------------------------------------------------------------------------------------------------------------
Is it a bug or am I doing somthing wrong?
Thanks,
EZ
Can't See A Bitmap Under A Mask When Moving The Bitmap With Elastic Motion
The um... title... kinda said it all. I have a mask. I have a bitmap under the mask. I want to move the bitmap around with elastic motion so I put it in an MC and cut and pasted some functions.
I can see it moving fine when i delete the mask. And I can see it masked fine when I delete the functions. But when both are there I just get emtpy space.
Is there something I don't know but shoud about elastic motion and masks or is there something ****y going down and I probably need to post the FLA?
Thanks all,
-damnit.
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I've got a bitmap-filled rectangle I'm using as a background. I'd like to resize the rectangle dynamically without stretching the bitmap, ie the bitmap needs to tile.
I can do it with BitmapData using the tile option, but it's really slow. Is there an easier way to do this that I'm missing?
Draw A Bitmap Line Or A Bitmap Polygon
I need to create a flash/flex/ActionScript3 program that allows user to draw lines and polygons with legends. The legends are provided as bitmap. I'm thinking that I have to use bitmapfill to do the work. Is this the best approach?
As the line may change the direction, I will need the bitmapfill to change direction following the direction of the line. What is the best way to do this? Any example out there?
For polygons, can we use bitmapfill to fill irregular shapes?
Thanks,
-Maggie
Bitmap Font Text Drawn To Bitmap
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).
Draw A Bitmap Line Or A Bitmap Polygon
I need to create a flash/flex/ActionScript3 program that allows user to draw lines and polygons with legends. The legends are provided as bitmap. I'm thinking that I have to use bitmapfill to do the work. Is this the best approach?
As the line may change the direction, I will need the bitmapfill to change direction following the direction of the line. What is the best way to do this? Any example out there?
For polygons, can we use bitmapfill to fill irregular shapes?
Thanks,
-Maggie
Faster Option Than Bitmap Smoothing? Or Speed Up Bitmap Smoothing?
Hey,
Is there any way to speed up bitmap smoothing? or to achieve the same effect with something less processor intensive? Or maybe a way to reduce the amount that it smooths or something. Btw, when I say speed up I mean less processor intensive.
In the project I'm currently working on the image must be rotated and scaled smoothly to 1.5 times it's starting size. If there is any different way to achieve a smooth-ish image please let me know. Even if it's really complicated, if it's at all faster I want it hear it.
How I'm currently doing it is I load in the images (jpg) from an XML file, create a bitmap take the bitmap data from the loaded jpg and enable smoothing. Then I add that bitmap to a movieclip and then I do my stuff from there. It's a complex photo viewer. It all works, but I need to make it work using less resources.
Any ideas are MUCH appreciated! Thanks
Bitmap To Bitmap Rendering (AS 2.0)
There doesn't seem to be a way to render a region of one bitmapData to another bitmapData. Is this a large flaw or is there something I'm missing? I'm currently creating a complex game, and this has been puzzling me. I know about the draw command, but say I want to take a convex polygon region of one bitmapData object and paste that region of pixels to another. How would I do that. I am familiar with the idea that I can draw to a movieclip using the moveTo and lineTo, then just draw to a desired bitmapData, but that extra third party transfer of pixels is very useless and a tad CPU intensive for my liking.
I've even gone as far as trying to implement my own system using get and set pixel, but that is rather pointless as the code runs far to slow, unlike the optimized functions flash uses.
I was just wondering if one of the developers could fix this problem (if it really does exist). I thought flash CS3 would fix this simple concept, but they didn't. I don't use movieClips when I program my games, so using them for something this trivial leads me to believe that the developers didn't foresee the use of bitmap region to bitmap much.
Has anyone else noticed this before? Any fast fixes or workarounds?
Edited: 05/14/2007 at 06:20:42 PM by Sirisian
Bitmap To Bitmap Rendering
I know the .draw command can be used between two bitmaps to render a rotated or regular bitmap, however I can't think of a way to render a convex polygon region from one bitmap to another. Rendering to the root you'd use the beginBitmapFill and the moveTo and lineTo, but those only work on a MC or the root. Copying just a region from one bitmap to another doesn't seem to have a way. Anyone know how?
Trace Bitmap Vs Bitmap
Hey guys quick Flash concept question. Does have regular bitmaps in your site in Flash bog down the site? I mean will the site run smoother if everything is ocnverted to vector using trace bitmap? In my case, it's not big pictures or anything, it's small little buttons or whatnot, but I would like to know if it is worth losing a bit of the bitmap quality to trace it.
Thanks!
-brad-
Record The Date & Time Each Time The Flash File Is Played
Hello,
Do you know an action script which will be inserted into each flash
file that is played on a stand alone display monitor.
The display monitor plays several separate flash files using load an un load movie. The script should do
the following:
1. Record the date & time each time the flash file is played
2. Record the file name that played
3. Append this information to a text/log file
This application would be used in-house and is not for the web. I did check out this tatorial useing XML but I counldn't get it to work.
Saving XML to a file when used locally
Saving xml to a file when used locally can be done in two ways, the first is this:
Cookie.setCookie(xmlobj)
and the second way is this:
yourxmlobj.toString() FSCommand("save","filename.xml")
Can you Please give me some kind of direction
Thanks!
Submit Button Doesn't Work First Time, Does Second Time (using Variables And Php)
I've got a button with the following actions:
code: on (press, keyPress "<Enter>") {
if (!enterEmail.length || enterEmail.indexOf("@") == -1 || enterEmail.indexOf(".") == -1) {
EmailStatus = "Please enter an E-mail address";
} else if (!FirstName.length) {
EmailStatus = "Please enter your first name.";
} else if (!LastName.length) {
EmailStatus = "Please enter your last name.";
} else if (!enterCity.length) {
EmailStatus = "Please enter the city/province/country in which you live.";
} else if (wanna = 1) {
loadVariablesNum("emailtest.php", 0, "POST");
EmailStatus = "sending form ... please wait";
output = "I would like to be a part of World of Trout's mailing list!";
loading = "YES";
nextFrame();
}
}
Which connects to this php script.
PHP Code:
<?php
$msg = "";
$user = "myusername";
$password = "";
$db = "test";
$link = mysql_connect("localhost", $user, $password);
if (!$link) die ("cant connect to mysql");
mysql_select_db($db, $link) or die ("cannot connect");
$query = "SELECT email FROM tablename WHERE email='$enterEmail'";
$result = mysql_query($query) or die (mysql_error());
if(mysql_num_rows($result)){
echo "&EmailStatus=A person with this email address has already entered.";
}
else {
$name=$FirstName." ".$LastName."";
$city=$enterCity."";
$email=$enterEmail."";
$subscribe=$wanna."";
print "&name=".$name;
print "&city=".$city;
print "&email=".$email;
print "&subscribe=".$subscribe;
print "&loading=NO";
}
?>
Here is my problem: if you hit the above mention button once, it spits out the EmailStatus message, but appears to do nothing else. No loading=Yes, no nextframe(). Tthe script is supposed to spit back the loading=NO message, which will take my movie to the appropriate frame, which it does not.
However, if you hit the button a second time, it functions normally, and does everything it is supposed to including recieving the loading=NO message, which moves my movie to the appropriate frame.
To make it simple: I hit the submit info button once, it doesn't function properly, if I hit it again, it works properly.
Is my scripting wrong, my php wrong, or is my server doing something weird?
Hopefully this all makes sense...
Random Movies Each Time The Browser's Refreshed (this Time With .fla)
Hello, all...
I found a tutorial on this subject earlier on, but the e-mail address of the person who wrote it is invalid. I've got flash files attached.
All I'm trying to do is create a movie for my web site's front page which will load and play a different movie each time the browser is refreshed. Right now all I see is all the movies loading at the same time.
Flash files attached...any ideas on how to adjust the actionscript to let only one movie play each time the page is refreshed?
Thanks in advance. Here's the main.fla...
Movie Clip Differs From Time To Time By One Pixel
I am duplicating a movie clip and sometimes it has a 1 pixel line underneeth it.
Can someone tell me why this happens/how to prevent it from happening?
Attached you see a magnified screenie of the thing.
Differnt Points In The Same Time Line Running At Same Time
Hi guys,
I have a wierd one here and I'm really hoping someone can help because I am totally stuck. Pls bear with me as this is quite difficult to explain
This is the background.
My app is a quiz game, it pulls questions from an ASP page, once the questions are pulled the quiz begins.
The main movie lasts 30 seconds and all the main movie does is pull the questions, then display the number of seconds left in the game as its timeline moves along.
The questions and answers are all handled by a submovie.
The submovie will display a question, the user has 10 seconds to answer. The answer is processed on an answer Frame, which is 10 seconds into the question timeline. After 10 seconds if the user hasn't answered then the answer Frame will display anyway and mark the answer as wrong. If the user selects an answer then the timeline will jump to the answer Frame, and skip the remaining number of seconds left. The answer frame is the last frame in the sub movie, after this frame the sub movie repeats and asks the next question.
My problem is that, say for instance, the user selects an answer in the submovie after 5 seconds then the submovie jumps to the answer frame, the answer is processed and that works fine and the next question is loaded. HOWEVER after a further 5 seconds (when the question would have naturally come to the answer frame on the timeline) the same answer is re-processed. I have lots of trac() commands s in my script which suggest that this is whats happening, but I have no idea why, or how to stop it.
In summary it seems to me that differnet points in the same time line are running at the same time. Is this possible?
Any help is much appreciated :-)
Setting A Modify Time Stamp // Update Time.
dear gang
as most of you know theres a little way to set a current date, in a rich text file. and get that info in the text file into flash.
or even just type in the latest modified date into the textfield
but i was thinking maybe there is another way, strictly in flash. with code.
now i was wondering if there was a way to set the last modification date directly in flash with the getDate instructions.
i want to use this to display the latest update time.
i know there are numerous way to accomplish this with text files / php.
but i'd like to know if theres a way in flash
Flv Player. Show Duration Time And Time Played
Hi guys,
i am tinkering about with the flv player player.
I am trying to get the time(length) and time played to display.
From what i see the metadata.duration only displays in seconds.
Does anyone know the code to turn this into a properly displaying formatted time for the flv?
Thanks
Paul
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