I wrote application that lets people paint together via internet (using Adobe cirrus). Everything works great but when for example I run my application and paint something before my friend connects, he dont see that what I have painted. So I'm looking for the method, that would let me convert my canvas into something(object) that it is possible to send by internet (I cant send whole Sprite, it's not possible to copy its graphics on the friend's application, it's null).
So let's get this clear. The main question is: How to convert graphic's of Sprite into object, that would let me convert it back to Sprite and copy its canvas.
ANSWER:
I used DisplayConverter library from "www.Flextras.com" post with his mod to convert Sprite to BitmapData and then to ByteArray and it works. I couldn't receive BitmapData on the friend's app, but It worked with ByteArray.
Sprite -> BitmapData -> ByteArray;
ByteArray -> BitmapData -> Sprite;
//TO SEND
var bitmapdata:BitmapData = DisplayConverter.spriteToBitmapData(palette);
var bytearr:ByteArray = bitmapdata.getPixels(bitmapdata.rect);
//TO RECEIVE
var bmd:BitmapData = new BitmapData(530,430);
bmd.setPixels(bmd.rect, bytearr);
mysprite.graphics.beginBitmapFill(bmd);
mysprite.graphics.drawRect(0,0,530,430);
mysprite.graphics.endFill();
Hope this will help someone
I think you want to convert your Canvas into a BitMap or BitMapData (and back). A Flex Canvas extends Sprite, so you can use a library like this one. To copy the relevant code, this will convert a Sprite to a BitMap:
public static function spriteToBitmap(sprite:Sprite, smoothing:Boolean = false):Bitmap
{
var bitmapData:BitmapData = new BitmapData(sprite.width, sprite.height, true, 0x00FFFFFF);
bitmapData.draw(sprite);
return new Bitmap(bitmapData, "auto", smoothing);
} // END FUNCTION spriteToBitmap
This will convert a Bit Map to a Sprite:
public static function bitmapToSprite(bitmap:Bitmap, smoothing:Boolean = false):Sprite
{
var sprite:Sprite = new Sprite();
sprite.addChild( new Bitmap(bitmap.bitmapData.clone(), "auto", smoothing) );
return sprite;
} // END FUNCTION bitmapToSprite
In my own development, I have a mod to this library, which allows me to get the BitMapData instead of an actual BitMap. So, this will turn a Sprite into BitMapData:
public static function spriteToBitmapData(sprite:Sprite):BitmapData
{
var bitmapData:BitmapData = new BitmapData(sprite.width, sprite.height, true, 0x00FFFFFF);
bitmapData.draw(sprite);
return bitmapData;
} // END FUNCTION spriteToBitmapData
This will take BitMapData and turn it back into a Sprite:
public static function bitmapDataToSprite(bitmapData:BitmapData, smoothing:Boolean = false):Sprite
{
var sprite:Sprite = new Sprite();
sprite.addChild( new Bitmap(bitmapData.clone(), "auto", smoothing) );
return sprite;
} // END FUNCTION bitmapToSprite
You do want to keep in mind that when converting the BitMap or BitMapData back into a Sprite you will probably not be able to cast it as a Canvas. For information on sending BitMapData to a server; look at this question.
A better approach is, instead of going directly to pixels, have the user gestures create data, then reflect that data as a drawing on your canvas. Transmit the same data to the other user and he/she will get the same drawing.
Related
I have created a subclass of Shape that contains paired GraphicsPath and GraphicsStroke objects. The class has a public method for retrieving the shape as a bitmap for passage to a Pixelbender kernel - the method is as follows:
public function GetBitmap():Bitmap{
var bmpData:BitmapData = new BitmapData(this.width, this.height, true, 0x00FFFFFF);
bmpData.draw(this);
return new Bitmap(bmpData);
}
To test these, I have the following code:
var v:Vector.<Number> = new <Number>[10,10,50,10,50,50]; //defines GraphicsPath.data to be used
var wave:CustomWave = new CustomWave(v,0xff0000); //constructor for the subclass
wave.Refresh(); //clears the Shape and redraws the GraphicsPath
//adds as shape
addChild(wave);
//adds as bitmap
var bmp:Bitmap = wave.GetBitmap()
addChild(bmp);
The visual output from both:
Any idea what could be causing the difference?
It's a long story, how to work with width and height, if you don't want any problems, draw your path from (0,0) or you can modify your function:
public function GetBitmap():Bitmap {
var bounds: Rectangle = getBounds(this);
var bmpData:BitmapData = new BitmapData(bounds.width, bounds.height, true, 0);
bmpData.draw(this, new Matrix(1, 0, 0, 1, -bounds.x, -bounds.y));
return new Bitmap(bmpData);
}
It may have something to do with the registration point of the Shape you're drawing into the Bitmap. Any chance you draw stuff above or to the left of the 0,0 coordinates? Then you'd have to add some params (perhaps a transformation Matrix) to the draw call, to get the right offset and such.
Hello I want to make a flash map of Europe where when you mouse over or out of each country something will happen, like changing the color of the country.
See this image
If I roll over Norway and then Sweden, Sweden will not be set to blue because Norway's bounding box is on top of Sweden, so I have to go a bit lower to roll over Sweden where it does not instersect with Norway.
Is there a better way to achieve the same functionality? Like using Bitmap pixels.
I have a sprite sheet of all cointries in png format. I embed this sprite sheet and than create Sprite AS3 class that uses copyPixels() to copy from the sprite sheet to innet variable BitmapData.
Here is my class
public class Country extends Sprite
{
private var newBitmap:Bitmap;
private var tintColor:Color = new Color();
public function Country(bitmapData:BitmapData)
{
newBitmap = new Bitmap(bitmapData);
tintColor.setTint (0x0000ff, 0.6);
this.useHandCursor = true;
this.buttonMode = true;
addEventListener(Event.ADDED_TO_STAGE, init);
}
private function init(e:Event):void
{
addChild(newBitmap);
addEventListener(MouseEvent.MOUSE_OVER, onMouseOver);
addEventListener(MouseEvent.MOUSE_OUT, onMouseOut);
}
private function onMouseOver(e:MouseEvent = null):void
{
newBitmap.transform.colorTransform = tintColor;
}
private function onMouseOut(e:MouseEvent = null):void
{
newBitmap.transform.colorTransform = new ColorTransform();
}
}
bitmapData is created at runtime using copyPixels() like this
var countiresArray:Array = Resources.allCointriesJSON["frames"];
var newX:Number = countiresArray[i]["frame"]["x"];
var newY:Number = countiresArray[i]["frame"]["y"];
var newW:Number = countiresArray[i]["frame"]["w"];
var newH:Number = countiresArray[i]["frame"]["h"];
bitmapData .copyPixels(Resources.allCountries.bitmapData, new Rectangle(newX, newY, newW, newH), new Point(0, 0));
where newX,NewY, newW and newH are taken from exported JSON file that is created when using TexturePacker
Without converting your country images to vectors, you will need to check the alpha values of pixels under the mouse to get accurate interactions. Luckily, someone's already written and open sourced a utility that should do the job: InteractivePNG.
You'll just need to put your bitmaps inside an InteractivePNG instance instead of a Sprite.
I had a similar problem but with an interactive object. The solution was to have a image that acted as a map for the clicks. This is a technique used in OpenGL for detecting clicks on 3d objects and scenes.
For example in your case, you'd have an image with all the countries. This image would not be loaded in the display list. Each country would have an exact different color. for example Sweden would be 0xff0000, Norway 0x00ff00, etc. Let's call this image colored-map.jpg
Then after clicking on the Europe-map.jpg, the one that the user sees, you'd check the mouse coordinates, and then go look in the colored-map.jpg to know the color of the clicked pixel. Then you'd know which country the user clicked, and could overlay the Norway.png.
This technique is way better in performance terms that having lots of PNGs in the display list. At any time you would only have the Europe-map.jpg, maybe 1 PNG of the selected country, and then the colored-map.jpg loaded into a Bitmap object. If you are targeting mobile performance optimization is a must.
Check this function. It's just as an example to get you going... it's not a full implementation.
var countriesArray = [{color:0xff0000, image:"Norway.png"},{color:0x00ff00, image:"Sweden.png"}];
public function checkPoint(mouseX,mouseY):String {
var testPixel:uint = coloredMap.bitmapData.getPixel(mouseX,mouseY);
for (var country in countriesArray) {
if( country.color == testPixel ) {
return country.image;
}
}
return null;
}
I have tried this to load image path from database via php and load the image in flash. Now how can i add child to every single image to a every single empty movie clip for the farther use. the code is
var ldr:URLLoader = new URLLoader(new URLRequest("m_shirts.php"));
ldr.addEventListener(Event.COMPLETE, _done);
function _done(e:Event):void {
ldr.removeEventListener(Event.COMPLETE, _done);
var ar:Array = String(e.target.data).split("#");
for (var x:int=0; x<ar.length; x++){
/*var img:Loader = new Loader();
img.load(new URLRequest(ar[x]));
shirts.addChild(img);*/
var myLoader:Loader = new Loader();
var my_mc:MovieClip = new MovieClip();
myLoader.load(new URLRequest(ar[x]));
my_mc.addChild(myLoader);
addChild(my_mc);
my_mc.x= my_mc.width + 50;
}
}
Ok, I will try to answer this from what I understand:
You simply cannot convert Loader instances to a MovieClip. A Loader is a Loader and a MovieClip is a MovieClip, much like an Array is an Array or a Function is a Function. Their common base class is DisplayObjectContainer. It has most of the functionality MovieClips have except for child manipulation (although the methods are there) and drawing API as per the graphics property.
You can access the size of the loaded image by reading the Loader's width and height.
Your problem seems to be, that you want to determine the image's size before it is loaded. You cannot do that. You have to wait for it to load first. The contentLoaderInfo will dispatch an Event.COMPLETE when the image is available.
[ Embed('Assests/ui/Main.swf', symbol='backgroundImage')]
private var background01:Class;
private function getBitmapData(className:String):BitmapData
{
var mc:MovieClip = (new background01) as MovieClip;
if (mc == null) throw new Error('mc is null');
var myBitmapData:BitmapData = new BitmapData(mc.width , mc.height);
myBitmapData.draw(mc)
return myBitmapData;
}
Hi there. I'm having a problem working this out. I want to return bitmapData from a symbol that is embedded in a flash swf file. background01 is the class name exported to as3 in the flash swf file. As you can see from above I'm finding the swf with no problem. and I'm pullin the data back from the swf file with no prob. I can type addChild(new background01) and the image will show up. But when I've tried to cast to a bitmap , bitmapasset and movieclip. It always returns null. I want to get access to the bitmapdata of this image/movieclip. It should be returning a vertex circle drawn in flash and created to be a movieclip symbol. So what I would expect to be returned would be a MovieClip.
Has anyone ever done this, and if so, could you provided some sample code..
Thanks
LinX
Try:
var mc:MovieClip = (new background01()) as MovieClip;
instead of
var mc:MovieClip = (new background01) as MovieClip;
I am wondering if it is possible to get the data that is stored in a shape/graphics object in flash using actionscript 3?
In my project I would like to be able to draw a shape and then read all the points in that shape into my script. The reason for that is that I need go generate lines from those points that I later can use to check if my characters velocity intersects with any of them.
You can read all parts of Shape.
New feature added to Flash Player 11.6 and AIR 3.6:
flash.display.Grapics.readGraphicsData()
http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/display/Graphics.html#readGraphicsData%28%29
Example:
var s :Shape = new Shape();
s.graphics.lineStyle(2, 0xFF0000);
s.graphics.drawCircle(0, 0, 50)
var gd:Vector.<IGraphicsData> = s.graphics.readGraphicsData(false);
var copy_of_s :Shape = new Shape();
copy_of_s.graphics.drawGraphicsData(gd);
addChild(copy_of_s);
To use the new version, you have to update playerglobal.swc
http://www.adobe.com/support/flashplayer/downloads.html
You cannot read the shape info once it's drawn. But if you are drawing it, you can store the info at the time of drawing itself and use it later.
OK, looks like its not possible then, to bad.
I am doing a 2d topdown racing game, and I wanted to generate lines along the walls of the track and check the players velocity against thouse lines. That way I would be able to implement some basic collision response by reflection the players velocity around the normal of the line that it collides with and make it bounce off walls. Does anyone have any good ideas about how to get the same type of collision behavior without the actual lines?
Is it possible to overload the graphics object in flash somehow so that when I draw something it is recorded? Or does the flash IDE not use the Graphics drawing api?
Regards
You can not instantiate or subclass Graphics class. But you can use you own custom graphics class.public class CustomGraphics extends Object{
private static const CLEAR = -1;
private static const MOVETO = 0;
private static const LINETO = 1;
...
...
private var _graphics:Graphics;
private var _actions:Array;
public function CustomGraphics(g:Graphics):void {
_graphics = g;
_actions = new Array();
}
private function recordAction(obj:Object):void {
if (obj.action == -1) {
_actions = null;
_actions = new Array();
return;
}
_actions.push(obj);
}
public function moveTo(x:number, y:Number):void {
g.moveTo(x, y);
recordAction({action:MOVETO, X:x, Y:y});
}
...
...
public function get actions():Array {
return _actions;
}
} Now whenever you want to draw something then you can use CustomGraphics. var cg:CustomGraphics = new CustomGraphics(someDisplacyObject.graphics);
cg.moveTo(0, 0);
cg.drawRect(0, 0, 10,, 200);
...
a:Array = cg.actions;