[Flashcoders] AS3.0 - add separate objects to stage

2006-12-20 Thread Petro Bochan
Hi,

Whenever I issue a command addChild(bitmap) the new image is being
merged with the existing one. How do I make sure the new image is added
as a separate display object? This is true for both, bitmap  shape
data.

I think this has something to do with the BitmapData class.

Thanks,
Petro

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RE: [Flashcoders] AS3.0 - add separate objects to stage

2006-12-20 Thread James Tann
Are you sure about this? I have been using bitmaps extensively in the
project im working on and have had no issues like this. What is the
structure of children like?

Sprite -
   - Bitmap
   - Bitmap

I would have to see some code to help out.
Jim

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Petro Bochan
Sent: 20 December 2006 08:24
To: Flashcoders mailing list
Subject: [Flashcoders] AS3.0 - add separate objects to stage

Hi,

Whenever I issue a command addChild(bitmap) the new image is being
merged with the existing one. How do I make sure the new image is added
as a separate display object? This is true for both, bitmap  shape
data.

I think this has something to do with the BitmapData class.

Thanks,
Petro

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RE: [Flashcoders] AS3.0 - add separate objects to stage

2006-12-20 Thread Petro Bochan
James Tann
 Are you sure about this? I have been using bitmaps extensively in the
 project im working on and have had no issues like this. What is the
 structure of children like?
 
 Sprite -
- Bitmap
- Bitmap
 
 I would have to see some code to help out.
 Jim

Hi James,

This is not the pure example code from the project but this kind of
resembles the idea.


package {
import flash.display.Sprite;
import flash.display.Loader;
import flash.net.URLRequest;
import flash.events.Event;
import flash.events.IOErrorEvent;
import flash.display.Bitmap;
import flash.events.MouseEvent;
import flash.utils.Timer;
import flash.events.TimerEvent;
import flash.display.BitmapData;

public class addChildIssue extends Sprite
{
public function addChildIssue()
{
var timer:Timer = new Timer(5000);
timer.addEventListener(TimerEvent.TIMER,
onTimer);
timer.start();
var uploader:Loader = new Loader();
var url:URLRequest = new URLRequest();
url.url =
http://www.venturaes.com/macromedia/images/studio8_box.jpg;;

uploader.contentLoaderInfo.addEventListener(Event.COMPLETE, onResult);

uploader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR,
onFault);
uploader.load(url);
}

private function onResult(anEvent:Event):void
{
var bitmap:Bitmap =
Bitmap(anEvent.target.content);
bitmap.addEventListener(MouseEvent.MOUSE_DOWN,
onDrag);
bitmap.addEventListener(MouseEvent.MOUSE_UP,
onDrop);
addChild(bitmap);
}

private function onFault(anEvent:Event):void
{

}

private function onDrag(anEvent:MouseEvent):void
{
anEvent.target.startDrag();
}

private function onDrop(anEvent:MouseEvent):void
{
anEvent.target.stopDrag();
}

private function onTimer(anEvent:TimerEvent):void
{
var uploader:Loader = new Loader();
var url:URLRequest = new URLRequest();
url.url =
http://wwwimages.adobe.com/www.adobe.com/products/audition/images/audit
ion_flash.jpg;

uploader.contentLoaderInfo.addEventListener(Event.COMPLETE, onResult);

uploader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR,
onFault);
uploader.load(url);
}

}
}
--

Copy and past it into Flex, should work. I even now face the problem of
not being able to move any image at all. This works fine with shapes,
but bitmaps fail.

Thanks,
Petro

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RE: [Flashcoders] AS3.0 - add separate objects to stage

2006-12-20 Thread Simon
Is this even possible, bitmap not being an interactiveObject and all?

In your first post you said:
Whenever I issue a command addChild(bitmap) the new image is being merged
with the existing one.
I guess the images are just stacked on top of eachother here where the last
bitmap loaded loads on top of the older one.

In your script below you add 2 bitmaps to a Sprite and want to use mouse
stuff on the bitmap, I guess that that won't work because they are not of
type interactiveObject I guess that creating a sprite, add the bitmap to
the sprite, add the listeners to the sprite, and add the sprite to the
displaylist of your class(sprite)should work.


-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Petro Bochan
Verzonden: woensdag 20 december 2006 12:52
Aan: Flashcoders mailing list
Onderwerp: RE: [Flashcoders] AS3.0 - add separate objects to stage

James Tann
 Are you sure about this? I have been using bitmaps extensively in the 
 project im working on and have had no issues like this. What is the 
 structure of children like?
 
 Sprite -
- Bitmap
- Bitmap
 
 I would have to see some code to help out.
 Jim

Hi James,

This is not the pure example code from the project but this kind of
resembles the idea.


package {
import flash.display.Sprite;
import flash.display.Loader;
import flash.net.URLRequest;
import flash.events.Event;
import flash.events.IOErrorEvent;
import flash.display.Bitmap;
import flash.events.MouseEvent;
import flash.utils.Timer;
import flash.events.TimerEvent;
import flash.display.BitmapData;

public class addChildIssue extends Sprite
{
public function addChildIssue()
{
var timer:Timer = new Timer(5000);
timer.addEventListener(TimerEvent.TIMER,
onTimer);
timer.start();
var uploader:Loader = new Loader();
var url:URLRequest = new URLRequest();
url.url =
http://www.venturaes.com/macromedia/images/studio8_box.jpg;;

uploader.contentLoaderInfo.addEventListener(Event.COMPLETE, onResult);

uploader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR,
onFault);
uploader.load(url);
}

private function onResult(anEvent:Event):void
{
var bitmap:Bitmap =
Bitmap(anEvent.target.content);
bitmap.addEventListener(MouseEvent.MOUSE_DOWN,
onDrag);
bitmap.addEventListener(MouseEvent.MOUSE_UP,
onDrop);
addChild(bitmap);
}

private function onFault(anEvent:Event):void
{

}

private function onDrag(anEvent:MouseEvent):void
{
anEvent.target.startDrag();
}

private function onDrop(anEvent:MouseEvent):void
{
anEvent.target.stopDrag();
}

private function onTimer(anEvent:TimerEvent):void
{
var uploader:Loader = new Loader();
var url:URLRequest = new URLRequest();
url.url =
http://wwwimages.adobe.com/www.adobe.com/products/audition/images/audit
ion_flash.jpg;

uploader.contentLoaderInfo.addEventListener(Event.COMPLETE, onResult);

uploader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR,
onFault);
uploader.load(url);
}

}
}
--

Copy and past it into Flex, should work. I even now face the problem of not
being able to move any image at all. This works fine with shapes, but
bitmaps fail.

Thanks,
Petro

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RE: [Flashcoders] AS3.0 - add separate objects to stage

2006-12-20 Thread Petro Bochan
Simon
 In your script below you add 2 bitmaps to a Sprite and want to use
mouse
 stuff on the bitmap, I guess that that won't work because they are not
of
 type interactiveObject I guess that creating a sprite, add the
bitmap
 to
 the sprite, add the listeners to the sprite, and add the sprite to the
 displaylist of your class(sprite)should work.

Hi Simon,

Worked out seamlessly, thanks a lot!

Cheers,
Petro

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