Moving a separate glyph in TextField/TextBlock/TextLine - actionscript-3

I want to make an RPG-like animation with text, like waving, shaking, etc. So I need to move separate glyphs in in text container. I looked up in Adobe documentation, but didn't find myself any information about accessing separate glyph graphics, to change it's position/scale/whatever.
Is it possible? Or the only way to do it is to draw glyphs separately from text field to BitmapData and do the whole thing by myself?

Related

How to draw a filled square behind text in libgdx?

I am developing a grid based game in libgdx. What i want is to know how can i draw a square tile with number written on it which can be moved and scaled.
Its stupidity to design thousands of textures for these numbers and use them as sprites.I want to know if there is any container class in which i can dynamically add text and and set background too.
You can use Scene2d UI components such as Label to create styled text boxes.
Scene2d allows you to do layout and styling of a wide range of components that can easily be manipulated using Actions, or you can create your own components by extending Actor.
To create and display a Label, create a Stage and add the Label to it.
In this context I assume you by "tile" just mean a rectangle.
You don't say anything about what you are doing now. How you draw the numbers.
So this answer is based on almost zero information.
Solution 1:
Use a font with a background color.
Solution 2:
You know the number/how many digits. You know the size of the font. Calculate the size of the text on screen. Use a single narrow background sprite and tile it behind the text.
Solution 3:
Use a textbox from Scene2d.

Map opaque section of image

I was wondering how one would go about automatically making an image map based on just the opaque parts of a png image. You are normally able to click anywhere on the png image, even transparent areas, and it will register as clicking the image. Is there any way to exclude transparent areas and only have opaque areas register?
I assume there is some sort of javascript color detection feature, or something along those lines. I have access to jQuery on my website, as well.
Thank you for taking time to read and answer.
Trying to do this with images will be a major headache. It's possible that there is a javascript library out there to detect colors, but that's very complex stuff.
Maybe give svg a go if the graphics are simple.
This site (not mine) has a nice map using svg.

html5 canvas draw text with mutiple font

How can i fill text in the canvas with mutiple font.
I can be able to fill in canvas this:
This is an example of what I want to do
this is another example of what I want to do
I know that i can slpit the sting and do first fill the normal text, second the bold text, and third the rest of the text. but i want to be able to drag and drop the text, so i cant do in that way.
Sorry, you're out of luck. There's no easy way out here.
You have to call drawtext at least three times if you want text with a bolded word in the center.
There may be a time in the future where you are allowed to draw arbitrary html, the spec mentions this is a real possibility, but that won't be for some time. To quote the spec:
Note: A future version of the 2D context API may provide a way to render fragments of documents, rendered using CSS, straight to the canvas. This would be provided in preference to a dedicated way of doing multiline layout.
From the end of this section.
You can of course still drag and drop, you just have to have a list of elements and their locations that make up a "node". Much more complicated objects have been done in the canvas no doubt.

How could I reduce the complexity of an image map?

I'm using KImageMapEditor on Linux (Ubuntu) to create an image map. The shapes in the image are a little complex so I'm using the freehand tool to draw them. However, this is really the same as the polygon tool so the shapes have ended up with a lot of points, which has made the HTML pretty huge.
Does anyone know of a way to reduce the complexity of the shapes, like "smoothing out" the lines?
I should also mention the reason I want the shapes to be fairly accurate is because I'm intending to do something like this, where each shape is highlighted on mouseover: http://davidlynch.org/js/maphilight/docs/demo_usa.html
Since users aren't going to click to the pixel, give them some leeway and create a "sloppy" map which roughly outlines each shape instead of clinging to the actual pixel outline.
This is in the same way as you don't expect a click on a link to fail just because you click on the background which shines through the text. You expect the bounding box of the text to act as the click-able area instead of the "black pixels".
Algorithm: Given three consecutive points, eliminate the middle point if the angle created is less than some tolerated error e.
Polygonal path simplification with angle constraint

Clickable lines and circles with HTML Canvas

I'm thinking of making an application where at some points a graph is displayed that maps people over time and space. The vertical access is location, the horizontal access is time, and each person is identified by a line. At any point where the person did something of significance, there is a bigger dot on their line. Conceptually, clicking the dot brings up data about that particular dot, but clicking anywhere else on the line brings you to a detail on that person. Hypothetically, when you hover over the line the line should change color, and when you hover over a dot, just the dot should change color.
I know that I could do this pretty easily with flash, but I was wondering if these days there is any way to do this using only html and javascript. Is it possible? (Compatibility is not an issue, the only machine I am targeting is my own.)
Thanks!
You can do this with canvas, but it might be simpler to use SVG.
Since SVG uses DOM, you get builtin methods for handling events like clicking etc., instead of having to write your own handling code like you would need with canvas.
There are a few libraries that make working with SVG simpler and cross-browser compatible, such as Raphael and Dojo's dojox.gfx library.
You could create the dots as overlaid divs, so you can easily handle clicks etc. You'd have to sort out positioning quite neatly, of course.
However, highlighting the line will involve calculating the point-to-line distance manually and redrawing.