如何更改图像中的像素
我实际上尝试执行以下操作:我已在 bitmapdata 对象中加载了外部图像,并从中创建了一个位图,我将其附加到 sprite/MovieClip 以便在其上包含鼠标事件。现在,根据前面的逻辑,我加载了两个相同大小的图像(比方说圆圈),其中一个具有特定的颜色并被其黑色前景圆圈覆盖。当我按下鼠标左键并按住它时,我希望移动鼠标以擦除前景圆的像素,以便背景图像开始出现。我尝试这样做来实现但没有运气。在我的最大尝试中,我实现了在前景图像中画一条线,但我无法显示背景!
package
{
import flash.display.MovieClip;
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.display.Loader;
import flash.net.URLRequest;
import flash.display.BitmapData;
import flash.display.Bitmap;
import flash.display.BlendMode;
public class Test2 extends MovieClip
{
// properties - state
// to attach the image and have mouse events
private var frontImage:Sprite;
private var backImage:Sprite;
// to load the image
private var myLoader:Loader;
// to get the bitmap data of the image
private var frontBitmapData:BitmapData;
private var frontBitmap:Bitmap;
// test
private var frontMask:Bitmap;
// constructor
function Test2():void
{
// load the background image
backImage = new Sprite();
attachImageToSprite1(new URLRequest("btest.jpg"));
backImage.mouseEnabled = false;
this.addChild( backImage );
// load the front image
frontImage = new Sprite();
attachImageToSprite2(new URLRequest("test.jpg"));
frontImage.mouseEnabled = true; // enable mouse
frontImage.buttonMode = true; // set button mode
this.addChild(frontImage); // load to stage
this.frontImage.addEventListener(MouseEvent.MOUSE_DOWN, onMouseDown);
this.frontImage.addEventListener(MouseEvent.MOUSE_UP, onMouseUp);
}
// methods
private function attachImageToSprite1(Name:URLRequest):void
{
this.myLoader = new Loader();
this.myLoader.load(Name);
this.myLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, onLoadComplete1);
}
private function attachImageToSprite2(Name:URLRequest):void
{
this.myLoader = new Loader();
this.myLoader.load(Name);
this.myLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, onLoadComplete2);
}
private function getImageBitmapDataFromSprite(srcImage:Sprite):BitmapData
{
var tmpBitmapData:BitmapData = new BitmapData(frontImage.width, frontImage.height, true, 0xFFCCCCCC);
tmpBitmapData.lock();
tmpBitmapData.draw(frontImage);
tmpBitmapData.unlock();
return tmpBitmapData;
}
private function isPixelAlpha(bitmapdata:BitmapData):Boolean
{
var pixelValue:uint = bitmapdata.getPixel32(mouseX, mouseY);
var alphaValue:uint = pixelValue >> 24 & 0xFF;
//var red:uint = pixelValue >> 16 & 0xFF;
//var green:uint = pixelValue >> 8 & 0xFF;
//var blue:uint = pixelValue & 0xFF;
return (alphaValue == 0x00) ? true : false;
}
private function deletePixelUnderMouse(bitmapdata:BitmapData, bitmap:Bitmap):void
{
bitmapdata.lock();
if ( !isPixelAlpha(bitmapdata) ) {
bitmapdata.setPixel32(mouseX, mouseY, 0xFF << 24); // how to make the current pixel's alpha
} // equal to zero.
bitmap = new Bitmap(bitmapdata);
bitmap.x = frontImage.x;
bitmap.y = frontImage.y;
this.frontImage.addChild(bitmap);
bitmapdata.unlock();
}
// events
public function onLoadComplete1(e:Event):void
{
frontImage.addChild(this.myLoader.content);
}
public function onLoadComplete2(e:Event):void
{
backImage.addChild(this.myLoader.content);
}
public function onMouseDown(e:MouseEvent):void
{
// delete a pixel from the sprite under the mouse
frontBitmapData = getImageBitmapDataFromSprite(frontImage);
deletePixelUnderMouse(frontBitmapData, frontBitmap);
frontImage.addEventListener(MouseEvent.MOUSE_MOVE, onMouseDown);
trace("start");
}
public function onMouseUp(e:MouseEvent):void
{
frontImage.removeEventListener(MouseEvent.MOUSE_MOVE, onMouseDown);
trace("stop")
}
}
}
i actually try to do the following: I have loaded an external image in a bitmapdata object and create a bitmap from it which i attach it to a sprite/MovieClip in order to have mouse events on it. Now under the previous logic i loaded two images (let's say circles) of the same size one that has a particular color and is covered by its black foreground circle. When i press left mouse button and hold it down i want while the mouse is moved to erase the foreground circle's pixels and so the background image starting to appear. I tried this to achieve but had no luck. In my best attempt i achieve to draw a line in the foreground image but i cannot reveal the background!
package
{
import flash.display.MovieClip;
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.display.Loader;
import flash.net.URLRequest;
import flash.display.BitmapData;
import flash.display.Bitmap;
import flash.display.BlendMode;
public class Test2 extends MovieClip
{
// properties - state
// to attach the image and have mouse events
private var frontImage:Sprite;
private var backImage:Sprite;
// to load the image
private var myLoader:Loader;
// to get the bitmap data of the image
private var frontBitmapData:BitmapData;
private var frontBitmap:Bitmap;
// test
private var frontMask:Bitmap;
// constructor
function Test2():void
{
// load the background image
backImage = new Sprite();
attachImageToSprite1(new URLRequest("btest.jpg"));
backImage.mouseEnabled = false;
this.addChild( backImage );
// load the front image
frontImage = new Sprite();
attachImageToSprite2(new URLRequest("test.jpg"));
frontImage.mouseEnabled = true; // enable mouse
frontImage.buttonMode = true; // set button mode
this.addChild(frontImage); // load to stage
this.frontImage.addEventListener(MouseEvent.MOUSE_DOWN, onMouseDown);
this.frontImage.addEventListener(MouseEvent.MOUSE_UP, onMouseUp);
}
// methods
private function attachImageToSprite1(Name:URLRequest):void
{
this.myLoader = new Loader();
this.myLoader.load(Name);
this.myLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, onLoadComplete1);
}
private function attachImageToSprite2(Name:URLRequest):void
{
this.myLoader = new Loader();
this.myLoader.load(Name);
this.myLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, onLoadComplete2);
}
private function getImageBitmapDataFromSprite(srcImage:Sprite):BitmapData
{
var tmpBitmapData:BitmapData = new BitmapData(frontImage.width, frontImage.height, true, 0xFFCCCCCC);
tmpBitmapData.lock();
tmpBitmapData.draw(frontImage);
tmpBitmapData.unlock();
return tmpBitmapData;
}
private function isPixelAlpha(bitmapdata:BitmapData):Boolean
{
var pixelValue:uint = bitmapdata.getPixel32(mouseX, mouseY);
var alphaValue:uint = pixelValue >> 24 & 0xFF;
//var red:uint = pixelValue >> 16 & 0xFF;
//var green:uint = pixelValue >> 8 & 0xFF;
//var blue:uint = pixelValue & 0xFF;
return (alphaValue == 0x00) ? true : false;
}
private function deletePixelUnderMouse(bitmapdata:BitmapData, bitmap:Bitmap):void
{
bitmapdata.lock();
if ( !isPixelAlpha(bitmapdata) ) {
bitmapdata.setPixel32(mouseX, mouseY, 0xFF << 24); // how to make the current pixel's alpha
} // equal to zero.
bitmap = new Bitmap(bitmapdata);
bitmap.x = frontImage.x;
bitmap.y = frontImage.y;
this.frontImage.addChild(bitmap);
bitmapdata.unlock();
}
// events
public function onLoadComplete1(e:Event):void
{
frontImage.addChild(this.myLoader.content);
}
public function onLoadComplete2(e:Event):void
{
backImage.addChild(this.myLoader.content);
}
public function onMouseDown(e:MouseEvent):void
{
// delete a pixel from the sprite under the mouse
frontBitmapData = getImageBitmapDataFromSprite(frontImage);
deletePixelUnderMouse(frontBitmapData, frontBitmap);
frontImage.addEventListener(MouseEvent.MOUSE_MOVE, onMouseDown);
trace("start");
}
public function onMouseUp(e:MouseEvent):void
{
frontImage.removeEventListener(MouseEvent.MOUSE_MOVE, onMouseDown);
trace("stop")
}
}
}
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不确定我是否正确,但如果您想要“显示”效果,例如绘制蒙版来显示隐藏图像,这可以稍微容易地实现:
我使用库中的两个位图(bitmapToReveal和刷子)。
主要看的是 copyPixels() 方法。我复制
将画笔位图放入画布(一个空的透明位图数据),
使用偏移光标位置(使画笔居中),并使用
alpha 通道可以做到这一点。请注意,我已将 cacheAsBitmap 设置为 true
对于面罩和面罩。你需要这样做才能得到一个透明的面具,
这是效果的关键。
结果如下:
您可以“绘制”蒙版 此处。 CS4 源代码位于此处。
哈特哈,
乔治
Not sure if I got it right, but if you want a 'reveal' effect, as in you draw a mask to display a hidden image for example, this could be achieved slightly easier:
I'm using two Bitmaps form the library(bitmapToReveal and brush).
The main thing to look at is the copyPixels() method. I copy
the brush bitmap into the canvas(an empty transparent bitmap data),
using the offset cursor position(so the brush centered), and using the
alpha channel to do that. Note that I've set cacheAsBitmap to true
for both mask and maskee. You need to do that to get a transparent mask,
which is key to the effect.
Here is the result:
You can 'paint' the mask here. CS4 Source is here.
HTH,
George