Foundation ActionScript 3.0 Image Effects

Foundation ActionScript 3.0 Image Effects

Todd Yard

Language: English

Pages: 673

ISBN: B004QDOUAI

Format: PDF / Kindle (mobi) / ePub


Foundation ActionScript 3.0 Image Effects discusses the ins and outs of graphical manipulation through code of all the different elements available in a Flash project, from vectors to bitmaps to videos, from animated text effects to dynamic video filters. Flash 8 introduced a vast array of image features, such as blend modes and filters as well as ActionScript's powerful BitmapData object, and this book covers all those effects in their CS4 form, as well as the graphical options that are available, such as the Pixel Bender Toolkit. It also details the many possible effects that can be achieved and the associated practical applications, with a focus on strong object-oriented programming methodologies to make the code more modular and reusable across projects.

Gives detailed information on all of the image manipulation abilities of Flash CS4
Covers complex technology, such as the Pixel Bender Toolkit
There is no other book like it, covering the same topics in as much depth

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cn]lde_o*_ha]n$%7 cn]lde_o*`n]sCn]lde_o@]p]$[_kii]j`o%7 Here, I have presented a simple example of altering the color or thickness of a stroke, but remember that any of the drawing commands can be saved and altered in this way. Want to swap in a new Bitmap fill for a shape? Want to change a curved path into a straight one, or smooth a curve of multiple points? There are countless possibilities that having these commands as distinct objects provides, and we will explore them as we continue through

method. We will explore BitmapData and this method in the next two chapters. For the rest of this chapter, though, we will examine each of the BitmapFilter child classes that are available in ActionScript. In order to facilitate this, I will use a single 84 FILTERS AND BLEND MODES class for all of the examples, which can be extended to demonstrate each filter. You will find it in this chapter’s files as >epi]lBehpanPaop*]o. Here is all of its code: l]_g]caw eilknpbh]od*`eolh]u*Od]la7

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 275 Passing parameters to shaders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 276 Providing accessors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 277 Creating a proxy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 278 Bending pixels . . . . . . . . . . . . . . .

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 302 Chapter 6 ActionScript in the Third Dimension . . . . . . . . . . . . . . . . . . . . . . . 305 Displaying objects with depth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 306 Translating in three dimensions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 306 Changing perspective . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

the constructor for this class, I create a new transparent BitmapData instance the size of the stage and pass this to a Bitmap instance, which I then attach to the stage. Listeners are set up for when the user both clicks and releases the stage. The handlers for these events simply add or remove another listener for when the mouse moves, so that drawing begins when the stage is clicked and ends when it is released. In the kjOp]caIkqoaIkra$% handler, I lock [_]jr]o so that the multiple calls to

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