AS3 - Thumbnail generator - actionscript-3

I've a MovieClip with 10 frames and a photo (1024x768 px) in each frame. Now I'ld like to create a 174x174 px thumbnail from it and place it into a container (instance: thumb1 - thumb10)
How to make this happen?

var mc:MovieClip = new MovieClip();
var bitmapData:BitmapData = new BitmapData(mc.width, mc.height, ... );
bitmapData.draw(mc);
then just use the bitmapData to create a Bitmap and scale it the way you like.

Easiest way would be to create the thumbnails outside of Flash in a graphics editor (such as Photoshop or Paint.net). This would increase your file size slightly, but would probably work the best.
A simple way to do this in Flash, would be to give each image a Class linkage in the library, and just create a new instance of them when you need it. You can just set width and height (or scaleX and scaleY) on the Bitmaps to resize them, but make sure you set smoothing to true for each of them, or they wont look very nice.

Related

Bitmap inside a Sprite - But still not clickable? AS3

Basically I've got a bitmap which is an image that the user captures from a webcam which was previously stored as bitmapdata which I converted into a bitmap and added it onto the stage..
From here I want the bitmap to be selectable so I can do other things to it, so I realised I would need to add this into sprite in order to add event listeners onto it.
Having done so, for some reason my application ain't wanting to recognise the events added?
Here is the code I've got..
Bitmap..
//Create a new bitmap from the video capture
image = new Bitmap(bitmap,"auto",true);
//Set the width and height properties
image.width=150;
image.height=125;
//Set the stage position
image.x = 430;
image.y = 280;
stage.addChild(image);
Sprite..
var imageSprite:Sprite;
imageSprite = new Sprite();
imageSprite.x = 200;
imageSprite.y = 50;
imageSprite.addChild(image);
stage.addChild(imageSprite);
Event listener:
imageSprite.addEventListener(MouseEvent.MOUSE_DOWN, SelectWebImage1);
Function:
function SelectWebImage1(e:MouseEvent): void {
trace("Clicked");
}
I receive no errors from this but I noticed that when I have that code written in my application, all of the code underneath it doesn't seem to function?
I really don't know what i'm doing wrong, any help appreciated thanks!
When you set Sprite's dimensions, you implicitly set its scale, and also if you place some graphics by using width and height, the width and height includes any sprite's children, accounting for their position. You should place that bitmap into imageSprite and not set x,y proerties for the bitmap, this way you won't have to account for its position inside the sprite to position the bitmap.

flash actionscript 3.0 hide part of an image

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;
}

AS3 - Setting BitmapData Dimensions

I'm brand new to AS3, trying to take a bitmap from the library and display it in the timeline with actionscript. Here's the code I'm using so far as per Adobe's site:
addChild(new Bitmap(new myBitmap(100, 100)));
and this works, but changing the dimensions in those brackets doesn't. How can I change the dimensions?
Also, how can I change the position of the bitmap? Right now it's at 0,0.
You first get a handler of that bitmap:
var theBitmap:Bitmap=new myBitmap();
Then, you can change its coordinates:
theBitmap.x=100;
theBitmap.y=100;
addChild(theBitmap);
In order to do scaling, you can also alter its scaleX and scaleY properties as with any other displayed object. In order to make a Bitmap object to be of certain size on screen, you have to scale it so that scaling parameter equals (new dimensions)/(old dimensions). But, if you want something else, you have to explain it further.

rotating image using pixelbender

I have background image and smaller image. I copy the smaller image into the bigger image using copypixels like this:
destBitMap.copyPixels(img, new Rectangle(0, 0, img.width, img.height),
location);
Now I want to rotate the image before copying it. Whats the best way to do it?
I tried using Matrix and bitmapData.draw() but its unacceptable. it has pixelated edges.
I found this pixelbender filter : http://life.neophi.com/danielr/2009/07/image_rotation_with_pixel_bend.html
for rotating images. on the plus side, it is really fast. I never used pixelbender so Im curious if its possible to take that filter, apply it to bitmapimage and copy the rotated image into the background image.
This is what Ive tried (which doesnt work):
shader = new Shader(new RotateFilter() as ByteArray);
shader.data.origin.value = [resizedImage.width / 2, resizedImage.width / 2];
shader.data.rotation.value = [rotation];
filter = new ShaderFilter(shader);
var bm:BitmapImage = new BitmapImage();
bm.source = resizedImage;
bm.filters = [filter];
Whats next? Is this possible at all?
If you want to apply a single filter to a bitmap, use BitmapData.applyFilter() method. Obviously, you can do anything with the resultant bitmap. But, you have to apply all this on a lower level than UIComponent allows. If your resizedImage is type Bitmap, you do this:
resizedImage.bitmapData.applyFilter(resizedImage.bitmapData,resizedImage.bitmapData.rect,new Point(),filter);
After this, your resizedImage.bitmapData will contain a rotated bitmap.

Changing a sprites bitmap

As of right now, I am trying to create a tiling effect for a game I am creating. I am using a tilesheet and I am loading the tiles to the sprite like so...
this.graphics.beginBitmapFill(tileImage);
this.graphics.drawRect(30, 0,tWidth ,tHeight );
var tileImage is the bitMapData. 30 is the Number of pixels to move retangle. then tWidth and tHeight is how big the rectangle is. which is 30x30
This is what I do to change the bitmap when I role over the tile
this.graphics.clear();
this.graphics.beginBitmapFill(tileImage);
this.graphics.drawRect(60, 0,tWidth ,tHeight );
I clear the sprite canvas. I then rewrite to another position on tileImage.
My problem is....
It removes the old tile completely but the new tile positions farther to the right then where the old bitmap appeared.
My tile sheet is only 90px wide by 30px height. On top of that, it appears my new tile is drawn behind the old tile. Is there any better way to perfect this.
again, all i want is for the bitmap to change colors
You could try to load the whole tilesheet in your sprite, and then redefine the scrollRect property each time you need to.
this.scrollRect = new Rectangle( 30, 0, tWidth ,tHeight );
Note that you can't just edit scrollRect.x, .y, .width or .height ; you have to redefine a new Rectangle each time.
Using scrollRect will probably be much faster that redrawing part of the bitmap.
You can read this excellent article from Grant Skinner for more informations about scrollRect.