I want to mask the png image pattern.png with another image - mask.png, but it doesn't work at all and I can't find the reason. Instead of masking the image, the mask just disappears and the pattern stays the same as it was.
I tried making a MovieClip, drawing e.g. a circle and using that as the mask instead of mask.png and it works just fine. Is it because you can't use loader objects as masks? How do I make it work?
edit: After changing the size of mask.png to be smaller than the pattern, I've realized that it actually does kind of work, but what happens is instead of cutting the pattern into the shape I've drawn in the png file it just cuts it into the shape of the entire file, as in, it counts the rectangular transparent background as well. How can I make it cut out just the shape?
var mask:Loader = new Loader();
mask.load(new URLRequest("mask.png"));
var pattern:Loader = new Loader();
pattern.load(new URLRequest("pattern.png"));
pattern.contentLoaderInfo.addEventListener(Event.COMPLETE, loadComplete);
function loadComplete(e:Event):void {
addChild(pattern);
addChild(mask);
pattern.mask = mask;
}
Your code is looks correctly. The mask property of DisplayObject wants DisplayObject too. But try to make few things, to find the trouble:
You have only one listener, to pattern.png. But you must be sure, that mask.png has loaded already too.
Despite that Loader is DisplayObject too - try to get content from loader for mask, and just after that try to use it.
*Ah, and one more thing. You must at first add listener, and only later try to load.
Related
I am working on a flash sound mixer application with multiple sound channels, and I am having trouble with the lights beside the volume knob.
Is there a way to hide just a part of an image?
On the image below, image-2 is on top of image-1 to create some kind of volume level indicator effect, and how much of image-2 is shown depends on the value of the volume.
image-url: http://s30.postimg.org/r3ow1g5bl/volume_lights_level.png
I've tried by just reducing the height of image-2, but it looks awful and distorted.
Is there something in flash that works closely the same as CSS's behavior.
example: I'll just make image-2 a background of a shape, and when I reduce the shape's height, the image-background does not get distorted or changes it's height as well.
By searching for solutions, I have come across the mask property, but I don't quite understand how it works, and most of the examples shown are images placed inside circles.
Is the mask property applicable in this situation?
I'm quite new to flash so I don't know a lot of things yet.
You can indeed use a mask.
How to programmatically create your mask
Put an occurrence of your image named myImage on the stage, and put over this occurrence a mask named myMask with the same dimensions. You can apply myMask mask to myImage using it's mask property like below:
Main Timeline
myImage.mask = myMask;
function mouseMoveHandler(e:MouseEvent):void {
myMask.height = myImage.y - e.stageY;
}
stage.addEventListener(MouseEvent.MOUSE_MOVE, mouseMoveHandler);
You have just to adapt this code to your animation, in the function where you click your button.
I got it working now, many THANKS #VC.One. heres how I did it.
Imported img-2 to stage, converted it into symbol(type:Movie Clip), assigned instance name: img2_mc.
I created a new layer for the mask, drawn a rectangle using rectangle tool, converted it also to symbol(type:Movie Clip), assigned instance name: mask_mc.
Then applied the mask to img2_mc.
/* the code */
img2_mc.mask = mask_mc;
function onEnterFrame(event:Event):void{
var volumeKnob_y = volSliderKnobOn.y + 12; // adjust it to the center of the knob
mask_mc.height = volumeKnob_y;
}
I'm having difficulties trying to add some masks
mc1.mask = randMc;
Where mc1 = loaded MovieClip, and randMc is a pic imported to flash and converted as MovieClip. This is a very big game code I have there so I thought the Indexes might be the problem so I added this :
setChildIndex(randMc, (getChildIndex(mc1)-1));
But it didn't work meaning the movieclip stays the same, it won't mask with randMc...
Any suggestions?
Note: I also have used scaleX/Y on mc1
it seems that .png files are a mask including transparent pixels, so it's a square mask.. anyway I fixed it with
mc1.cacheAsBitmap = true;
randMc.cacheAsBitmap = true;
This way it the empty pixels won't "count" and the mask will be just like the imported .png on stage
So I use bitmap.bitmapData.draw(erase,null,null,"erase"); to erase part of a bitmap that has the sprite called erase over it. The problem is that I need the bitmap to be blurred, and after I apply a blur filter the bitmapData.draw function doesn't work anymore. Meaning absolutely nothing happens. I tried using bitmapdata.applyFilter, which almost works except when I erase near a blurred edge it "unblurs" itself.
var erase:Sprite=new Sprite();
erase.cacheAsBitmap = true;
var blur:BlurFilter = new BlurFilter(10,10,10);
var blurs:Array=new Array();
blurs.push(blur);
bitmap=new Bitmap(bitmapdata);
bitmap.blendMode = "layer";
bitmap.y=-10;
bitmap.x=-10;
Refs._stage.addChildAt(bitmap,0);
also:
erase.graphics.beginFill(0xFF0000);
erase.graphics.drawCircle(stage.mouseX+10,stage.mouseY+10,35);
erase.filters = blurs;
erase.graphics.endFill();
bitmap.bitmapData.draw(erase,null,null,"erase");
It's just how the erase draw works. It erases pixels based on the alpha value of the object being drawn in erase mode. Where the alpha is above 0.5, that pixel get its alpha dropped to zero. Other pixels are not touched. This is what you experience when you draw with erase, then blur, then draw with erase again. No, Flash is not intelligent enough to do erase-blur, you might have to do it yourself. You might try drawing a transparent BitmapData with BlendMode.ERASE to do a blur-erase, but I don't expect it to return a blurred bitmap with blurred erased regions.
Ok so im trying to load a bitmap image as a background using this:
screenBitmapData.copyPixels(tilesBitmapData,new Rectangle(sourceX,sourceY,tileSize,tileSize),new Point(destX,destY));
screenBitmap = new Bitmap(screenBitmapData);
addChild(screenBitmap);
This load my tiled map correctly and display it on the screen.
Now i want to add another image which will be used as my character and the frame displaying it contain my character movement and then display the image as follow:
screenBitmapData.copyPixels(playerSheetBitmapData, new Rectangle(currentSpriteColumn * CHAR_SPRITE_WIDTH, currentSpriteRow * CHAR_SPRITE_HEIGHT, CHAR_SPRITE_WIDTH, CHAR_SPRITE_HEIGHT), new Point(xPos, yPos), null, null,true);
I setted the alpha channel on my character image and this is the result when im moving around my map with it:
http://snag.gy/L2uuR.jpg
As you can see, the background image doesnt refresh. And i simply dont know how to do this. Im pretty new with flash and as3 and ive been trying for days to make it work. I know it have something to do with the copypixel or redrawing the background before i draw the sprite again... Any ideas?
You need to redraw the entire scene. All you're doing at the moment is drawing the player ontop of the result of your previous draw.
All you need to do in your case is draw the entire background each frame before you draw the character. It could look like this:
function renderScene():void
{
// Draw the background, which will replace all the current graphics
// on the Bitmap.
screenBitmapData.copyPixels(tilesBitmapData,new Rectangle(sourceX,sourceY,tileSize,tileSize),new Point(destX,destY));
// Then draw the player.
screenBitmapData.copyPixels(playerSheetBitmapData, new Rectangle(currentSpriteColumn * CHAR_SPRITE_WIDTH, currentSpriteRow * CHAR_SPRITE_HEIGHT, CHAR_SPRITE_WIDTH, CHAR_SPRITE_HEIGHT), new Point(xPos, yPos), null, null,true);
}
To actually clear the Bitmap though, you can just use fillRect() to fill it with a color (e.g. black):
// Fill the Bitmap with black.
screenBitmapData.fillRect( screenBitmapData.rect, 0x000000 );
Pretty basic question here, but its still got me a little confused..
I have an object(navigation menu bar) that I want to change the colors on with code, so in an updateColor function, I get the bounds of the object (which is a drawing shape contained in a movieclip) and redraw a new shape on top of it with the new color, but I've noticed that the last shape still exists behind this redraw.
I tried using obj.graphics.clear(); before the redraw but that didn't get rid of the original shape. Is there another command that I'm overlooking?
Unless you drew the object you wish to remove within the same graphics object, clearing won't work. You need to remove the DisplayObject.
Depending on the number of children you can do:
obj.removeChildAt(0);
This also removes movieclips / buttons you placed on the stage manually.
If you have a reference to the DisplayObject you wish to remove you can simply do
obj.removeChild(backgroundClip);
Note that you can also change the color of a DisplayObject directly:
import flash.geom.ColorTransform;
...
public var test:MovieClip; //instance on stage
...
var cf:ColorTransform = test.transform.colorTransform;
cf.color = 0xff0000;
test.transform.colorTransform = cf;
while(this.numChildren)
{
this.removeChildAt(0);
}
Will clear child object on this MovieClip,
if it's clearing too much, then put the shape drawing in a subclip, and clear the subclip.