Flash 8: attachBitmap
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- CyBrain
I can't get this to work:
import flash.display.*;
this.createEmptyMovieClip("bmp1... this.getNextHighestDepth());
var bmpData1:BitmapData = new BitmapData(980, 280, false, 0xaa3344);
bmp1.attachBitmap(bmpData1, 2, "auto", true);It's verbatim from the Flash help with the exception of the dimensions of my image.
After publishing Flash 8, AS2, I only get a 980x280 rectangle that hex color(0xaa3344). I have my bitmap image in the library with "bmpData1" in the linkage.
I assume I'm supposed to do that, but there's no mention of that in the help or in the script.
My question is how do I get that image in my library to display with this code?
- rson0
var linkageId:String = "libraryBitmap";
var myBitmapData:BitmapData = BitmapData.loadBitmap(linkageId...
- CyBrain0
Thanks, but I'm still totally in the dark.
Do I still have to put "libraryBitmap" as the linkage name in my library item (the bitmap)?
Also, does
var myBitmapData:BitmapData = BitmapData.loadBitmap(linkageId...replace my fourth line. If so, shouldn't it read var myBitmapData:new BitmapData = BitmapData.loadBitmap(linkageId...
- rson0
What are you trying to do? the idea is that you are loading a graphic bitmap instead of just bitmap data. So you would use it like so ...
import flash.display.BitmapData;
import flash.geom.Point;var linkageId:String = "libraryBitmap";
var myBitmapData:BitmapData = BitmapData.loadBitmap(linkageId...var mc:MovieClip = this.createEmptyMovieClip("mc", this.getNextHighestDepth());
mc.attachBitmap(myBitmapData, this.getNextHighestDepth());mc.onPress = function() {
var randomNum:Number = Math.floor(Math.random() * 10);
dissolve(randomNum);
}var intervalId:Number;
var totalDissolved:Number = 0;
var totalPixels:Number = 8000;function dissolve(randomNum:Number) {
var newNum:Number = myBitmapData.pixelDissolve(myBit... myBitmapData.rectangle, new Point(0, 0), randomNum, 40, 0x00FF0000);
clearInterval(intervalId);
if(totalDissolved < totalPixels) {
intervalId = setInterval(dissolve, 10, newNum);
}
totalDissolved += 40;
}
- rson0
So yes replace this var bmpData1:BitmapData = new BitmapData(980, 280, false, 0xaa3344); which is just data of a bitmap to this
var linkageId:String = "libraryBitmap";
var myBitmapData:BitmapData = BitmapData.loadBitmap(linkageId...linkageId being the linkage name you create in your lib
- CyBrain0
Thanks rson. I was just trying to get the image to display.
I had some down time at work and did some of my first experimenting with the Bitmap Data Class. It's very confusing at first.
- rson0
Cool yeah it is a bit confusion but once you start to think about bitmaps or any graphical image in a more programmatically way it makes more sense.