Convert target coordinate space - actionscript-3

How do I convert a point that is inside my MovieClip to coordinates on the stage (main timeline)?

Usually localToGlobal is your friend in this battle.
var point:Point = myMovie.localToGlobal(new Point(10, 10));
If your movie is a child of another one:
var point:Point = myMovieParent.myMovie.localToGlobal(new Point(10, 10));
etc.
for more info see the reference.

The command you want is localToGlobal. That command is used by creating a Point, passing the point to that method of the MovieClip, and then getting the converted point that's returned. Here's the page in the documentation:
http://livedocs.adobe.com/flash/9.0/ActionScriptLangRefV3/flash/display/DisplayObject.html#localToGlobal%28%29

You want to use localToGlobal :
var globalPoint:Point = clipParent.MyClip.localToGlobal(new Point(0,0));
here's the livedocs reference :localToGlobal livedocs reference
Not sure why anemgyenge used 10,10 as that would return Point(20,20) if your movieclip was at 10,10 locally.

Related

How to make an instance move

I got the following code and the flash events are all loaded properly. ball is a movie clip and is assigned a class.
var speedx: Number=5;
var speedy: Number=3;
var myball = new ball();
addChild(myball);
addEventListener(Event:ENTER_FRAME,ballmove);
function ballmove(e:Event):void{
myball.x+=speedx;
myball.y+=speedy;
}
But now the instance myball won't move, it is just stuck at position 0,0. Kindly help me and advice how to get this myball to move along a staright line..
If I had dragged and dropped the instance from the library, then
myball.x+=speedx;
myball.y+=speedy;
worked perfectly, but doesn't work after addChild is given.
In your code you incorrectly used Event:ENTER_FRAME when it should be : Event.ENTER_FRAME. I wonder if there is a "silent" error? When testing movies, use Ctrl+Shift+Enter to run the debugger (gives better feedback on issues/errors).
var myball = new ball(); does not mean anything. You declare instance by using this logic : var Name : Type of Data = Value, In your code here you've said only that var Name = Value. Surprisingly it works but I wonder if getting comfortable with that could lead to issues on bigger future projects?
Instance name only affects objects already on Stage. If you're adding by code (from Library) make sure you create a new instance of object by using its Linkage name.
Solution :
In the library, right-click the "ball" object and choose "properties", in there make sure "name" is ball and tick "Export for ActionScript" (you should see "Class" becomeClass: ball). OK that.
Now in your code, you can create new instance by : var myball: ball = new ball();...
Your code should look like
var speedx: Number=5;
var speedy: Number=3;
var myball: ball = new ball();
addChild(myball);
addEventListener(Event.ENTER_FRAME, ballmove);
function ballmove(e:Event):void
{
myball.x += speedx;
myball.y += speedy;
}

How to convert MovieClip into bitmapData

My question is quite simple -
How do I convert a MovieClip (that is dragged from the library) into bitmapData?
PS: I`ve searched a bit for this solution but the only results i get is the other way around - to convert bitmapData into MC/Sprite/bitmap
You need to make sure the MovieClip on stage has an instance name and then you can do the following:
var bitmapData:BitmapData = new BitmapData(myMovieClip.width, myMovieClip.height);
bitmapData.draw(myMovieClip);
// And to actually see it
var bitmap:Bitmap = new Bitmap(bitmapData);
this.addChild(bitmap);

Create a MovieClip out of another object

In my Actionscript program, I draw a polygon using the methods:
this.graphics.moveTo()
and
this.graphics.lineTo()
In the update function of the polygon model I change it a bit, and then draw it all over again. Eventually, every call to the update() function draws the updated polygon and I can see it changes.
On some point of the program, I want to be able to use this polygon as a movieclip, so I
can attach a mask to it - so as the polygon drawn over and over again, I could see a nice
background in the form of that polygon, fills it inside.
Problem is - I do not know how to take this array of points I have, which is my polygon representation, and turn it into a movieclip ( if possible at all... )
If you have any other recommendations how to implement the above, It would be great.
You can just create a new MovieClip and use it's graphics for drawing. So instead of using this.graphics.moveTo / lineTo, try this:
var mc:MovieClip = new MovieClip();
mc.graphics.moveTo(...);
mc.graphics.lineTo(...);
this.addChild(mc);
A convenient way of drawing, if you want to type less, is to do something like this:
var mc:MovieClip = new MovieClip();
with(mc.graphics) {
clear();
lineStyle(...);
moveTo(...);
lineTo(...);
...
ect.
}
this.addChild(mc);
I suggest you take a look at Point class. For example,
var p1:Point = new Point(100,150);
Then you can have an array of points
var arrPoints:Array = new Array(p1,p2,p3);
With a for loop, you can decide if i==0 you use moveTo and for the rest use lineTo. You can have a special condition at the end to close your polygon, i==arrPoints.length-1.
So, basically create a movieclip object, use its graphic property to fill it with the points you defined in your array. As long as your points are in a movieclip, you can mask it. Finally, that "this" notation you used is probably referring to the main movieclip which is the stage.
var mc:MovieClip = new MovieClip();
mc.graphics.moveTo(p1.x,p1.y);
will draw your graphics into your mc.

convert masked movieclip into bitmap and save it on server

i have a
dsgnArea----> a movieclip
dsgnArea is masked by dsgnAreaMask, which inturn is a movieclip
dsgnArea.mask=dsgnAreaMask;
the width,height and position of dsgnAreaMask and dsgnArea are same.
i dynamically added multiple movieclips and labels to dsgnArea;
like..
dsgnArea.addChild(movieClip1);
dsgnArea.addChild(movieClip2);
dsgnArea.addChild(label1);
dsgnArea.addChild(label2); and so on...
these movieclips (movieClip1,movieClip2,......) and labels(label1,label2,....) positions can be altered in runtime..
but as i masked the dsgnArea with dsgnAreaMask, only a portion of the added movieClips and labels are visible...
So, my problem is to grab that visible portion in dsgnArea into a bitmap,like a screenshot of that particular dsgnArea, and save it in my server.
please help me out in this problem.
Say s is the DisplayObject object you want to capture and m is the mask applied on it.
var maskRect:Rectangle = m.getRect(s);
var matrix:Matrix = new Matrix(1, 0, 0, 1, -maskRect.x, -maskRect.y);
var w:Number = Math.min(s.width, maskRect.right) - maskRect.x;
var h:Number = Math.min(s.height, maskRect.bottom) - maskRect.y;
var bd:BitmapData = new BitmapData(w, h);
bd.draw(s, matrix);
Does that work?
The BitmapData draw method is what you are looking for. You can use it's clipRect param to define what you would like to draw (the masked parts).
Quasimondo did a handy little method to do this (take a snapshot of the whole displayObject), it's available here: http://www.quasimondo.com/archives/000670.php
I don't know if it works with masked content though.
if it doesn't, the trick would be to translate the whole content by the size of the mask
var bounds:Rectangle = dsgnAreaMask.getBounds( dsgnAreaMask );
instead of using the content of the clip
var bounds:Rectangle = clip.getBounds( clip );
as far as saving file to server is concerned, the question was asked (answered?) here AS3 Save Media File to server

drawRect in actionscript3

var blockGraphics : Graphics = null;
blockGraphics.clear();
blockGraphics.beginFill(255);
blockGraphics.drawRect(10,10,10,10);
I am trying to simply draw a rectangle but nothing appears on the screen. What am i missing?
Afaik you can't instantiate graphics class..
you need to make a MovieClip or Sprite and work with that.. you can't draw directly to stage.
var mc:MovieClip = new MovieClip();
mc.graphics.beginFill(0xFF0000);
mc.graphics.drawRect(10,10,10,10);
mc.graphics.endFill();
also don't forget to add it to stage
addChild(mc);
var mySprite:Sprite = new Sprite();
mySprite.graphics.beginFill(0x000000);
mySprite.graphics.drawRect(10, 10, 10, 10);
mySprite.graphics.endFill();
addChild(mySprite);
I don't really know a whole lot about the graphics class (I've used it a few times) but I don't believe you can call ANYTHING on a null object.
blockGraphics = null;
blockGraphics.clear();
is the same as calling:
null.clear();
Which is going to give you an error. Typically you'll want to take a movieclip or other such object and get it's graphics instance:
blockGraphics = mc.graphics;
blockGraphics.clear();
blockGraphics.beginFill(0xFF0000);
blockGraphics.drawRect(10,10,10,10);
would draw a red rectangle inside the "mc" movieclip.