Actionscript 3.0 drawRect works weird - actionscript-3

I have a BitmapData object named myBitmapData. It was loaded of PNG of size 104x104. This PNG represents a red circle on the transparent background.
There is also a Sprite object named myBackground. I want render that red circle into myBackground.
myBackground.graphics.beginBitmapFill(myBitmapData);
myBackground.graphics.drawRect(0, 0, myBitmapData.width, myBitmapData.height);
myBackground.graphics.endFill();
addChild(myBackground);
Everything is fine. I see a red circle in the left top of myBackground.
But when I change the third line to
myBackground.graphics.drawRect(0, 52, myBitmapData.width, myBitmapData.height);
and expect my circle to be translated 52 pixels down, I actually obtain something strange (for me :)): there are two red half-circles (they form like hourglass).
So, the question is: how do I render myBitmapData into the random position of myBackground?
P.S.
In the case of
myBackground.graphics.drawRect(0, 104, myBitmapData.width, myBitmapData.height);
it is circle again :)

This is caused by beginBitmapFill's default repeat = true parameter. There's an example in the docs. Disabling the repetition won't work though, you'd just get a half circle then.
There are several ways to fix this:
Use a Matrix with a translation (displacement) as argument in beginBitmapFill.
Draw the rectangle at 0,0 on another Sprite, and move that sprite to where you want it on the background.
Don't draw directly to the background, but to another bitmap using copyPixels. Then fill the background with that bitmap.

Related

How to draw line with texture instead of color?

I have lot of sprites on screen ( cars looking from top ) and I am drawing polylines ( like call ccDrawPoly(redBlue, 8, false) ). I need to replace line color with texture ( I have image of water and I want to draw line with water texture water.png ).
How to make this ?
PaolaJ, I could suggest a hack
Create Sprite Object
Give it some width like 2,4,8 or 16 (depending on your texture)
Sprite Height could be same as line length.
Use sprite->getTexture()->setTexParameters({GL_LINEAR, GL_LINEAR,GL_REPEAT,GL_REPEAT}) to repeat your texture.
use rotation to place the sprite properly.
make sure texture is power of 2.
On the other hand, proper way would be textured polygon as LearnCocos2d suggested.

actionscript: creating a soft mask using vector shape

I have an hourglass like vector shape and I'd like to use it to mask an image. I'd like to feather the edges - have a soft falloff in transparency that follows the contours of the hour glass. Any ideas how I can do this?
I tried using a gradient fill on a closed shape (using beginGradientFill() and curveTo() functions) but that falloff doesn't follow the contour of the vector shape, it can only go one direction.
Maybe there is a better solution but until somebody comes up with it... I assume you could do the following:
Draw whatever shape you want to use as mask into a transparent bitmap.
Scale a bit the bitmap down (or use a matrix while drawing its bitmapdata).
Apply a blur filter to it.
Put the bitmap's center to the masked clip's center so they are aligned.
Set the masked clip's cacheAsBitmap property to true.

Masking in ActionScript3

I am trying to understand masks in actionscript..Everything seems to make sense to me but one part of the code
function mouseM(event:MouseEvent):void {
if (mouseclick == 1) {
mask_mc.graphics.beginFill(0x000000);
mask_mc.graphics.drawEllipse(mouseX, mouseY, 70, 60);
mask_mc.graphics.endFill();
}
}
I am not sure how to exactly ask this question but here it goes. why does the mask have "begin fill" with a black color? wouldn't that paint the the image in black (I know it doesn't, it just reveals it)? what is the exact function of beginfill (besides revealing the image lool)? like how does it exactly work? sorry if it sounds ridiculously off.. but that part of the code was really screwing me up in understanding masks
What you are doing is drawing a shape to be used as a mask. In this case, a circle.
It doesn't matter what colour it is as Flash is only interested in the shape of the mask, not the colour.
Once the circle is drawn, Flash checks what part of the circle overlap the object you're masking so that every pixel the circle is not covering will be invisible. I guess it should really be called an anti-mask as the circle dictates which parts of your image wont be masked but it's just become the general convention to call the circle (or whatever shape you use) the mask.
Again, you're just creating a shape to be used as a mask. Setting the colour is just so the object can essentially exist.. because you can't exactly have a transparent circle.
Feel free to change the colour to anything and you'll see it makes no difference, the shape is all that matters.

adding transparent sprite over another sprite

I need to place a transparent sprite over another sprite. The overlaying sprite will acept some mouse events. When a user move mouse over upper sprite a curve will be drawn. After it'll be processed it will be drawn on the base sprite (and erased on upper).
The idea I have now is to place the sprite, draw a rectange of size equal to sizes of sprite and set alpha to 0.
The question is a bit dump: maybe the proposed solution is not the best. Is there a better way to set width and height (as far a I understand Sprite.width = w; will not help)?
Thank you in advance!
You can't set dimensions directly, while you can draw over that Sprite. So you can do like this:
graphics.beginFill(0,0); // zero alpha fill
graphics.lineStyle(0,0,0); // invisible lines
graphics.drawRect(0,0,width,height);
graphics.endFill();
This way your Sprite can have its alpha remaining at 1, to not hide anything that's its child. Then, whatever curve you would decide to draw in that Sprite, you can draw within a child Shape object, via graphics.moveTo and graphics.lineTo.
UPDATE: According to comments below, setting alpha to 0 won't work with newer Flash player versions, so alpha should be set to a nonzero amount for the events to register on the overlapping sprite.
graphics.beginFill(0x808080,0.01); // almost zero alpha fill

Flipping a PNG with Matrix

I'm having an issue flipping a png in AS3. The issue I'm having is that when I flip the image it is not keeping its transparency.
preApply = new BitmapData (Canvas.Bmp.width, Canvas.Bmp.height,true);
preApply.draw(Canvas.Bmp,myMatrix, null, null, null, true);
Any suggestions? The flip works its just it gives it a white background. I was able to run filters on the same image and that doesn't seem to give it a white background.
Update: Something strange I just found if I set the color for the BitmapData it keeps the transparency.
preApply = new BitmapData (Canvas.Bmp.width, Canvas.Bmp.height,true,0x0000FFFF);
Now my question kind of changes any idea why this might work?
That's easy, the default value for the fourth parameter of a bitmapData is what you want it to be initially filled with. So when you don't specify it as transparent (which is 0x000000FF or apparently 0x0000FFFF in this case also works) then it defaults to white, and when you draw your already transparent image onto this new opaque, white-filled image the alpha channel is overwritten by the white. This is because the draw command does not overwrite whatever is in the existing bitmapData with alpha channel information, only RGB values.