Projects tagged ‘bitmap’ and ‘flash’


[7 total ]

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This is a small demo of some classic bitmap effects. Franticly clicking on the demo will reset the current effect and eventually enable you to press the keys to access the different effects: pixel ... [More] average: this kooky bit manipulation creates bizarre plasma effects (be patient!) clouds: different clouds and cloud like effects hough: use a hough transfer to create trippy sine waves from partial lines bump: ye olde bumpmap effect using displacement maps from the other demos See it in action! [Less]
Created 8 months ago.

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actionscript classes mostly interactive, real-time graphics experiments for flash
Created 12 months ago.

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Introduction With the Bitmap classes in Flash Player 9, developers now have the ability to utilize blitting and double-buffering techniques to create resource efficient gaming engines in the Flash ... [More] Player. Diesel is a set of ActionScript 3 classes that provide a conveinent display engine to take advantage of these new player features. Why should I care? Diesel uses 1 bitmap to draw to vs. hundreds of MovieClips / Sprites. This results in a more scaleable engine, allowing for more moving sprites, lower usage of RAM & Processor, and better refresh rates. [Less]
Created about 1 year ago.

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The Vectorization Package is a set of ActionScript 3.0 classes that allows you to turn raster images into vector images, at runtime, from within the Flash Player. No back-end service is required! ... [More] The package can vectorize any DisplayObject (Bitmaps, MovieClips, Sprites, TextFields, etc), and allows you to control how it will appear through several accessors. Information on how to use this package is available in the documentation and accompanying example (requires Flash CS3 or higher). The Vectorization Package is released under the MIT license. Copyright 2009, Corey O'Neil www.coreyoneil.com [Less]
Created 8 months ago.

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Created about 1 year ago.

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ImgLoaderImgLoader is a class to easily handle bitmap load, display and resize in actionscript3.
Created 3 months ago.

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This project consists of two (2) files: a python script and an AS class file. You use the python script to create a new XML file describing all your external files (XML, bitmap, video, etc.) by ... [More] simply pointing it at the folder(s) containing those files. Run the python script from the command line (or from an Ant script -- example will be forthcoming soon). Example command line usage: python cachebuilder.py build/images build/xml This script will write out an XML file giving you all the information you need to preload all of these files with accurate information as to how far along you are -- in each folder you care about, if you choose to share that with the user! Download it here: http://flisp.googlecode.com/svn/trunk/cachebuilder.py ...and put it in your project's root folder, then open a terminal window and navigate to that same folder. Then invoke this script using "python cachebuilder.py" followed by the names of the folders you want it to scan for files. So, for example, with the command line: python cachebuilder.py build/jpeg build/swf it might generate a file like: python cachebuilder.py build and it would generate a preloadcache.xml file like this: Now the next step is to write an AS class that knows exactly how to parse this XML doc and sequentially load all the files while firing off a callback announcing (a) the name of the file you're currently loading, (b) the name of the folder you're currently loading, (b) the bytes you've already loaded of the current file, (c) the totalbytes of the current file, (d) the bytes you've loaded of the current folder, (e) the totalbytes of the current folder, (f) the bytes you've already loaded of the whole enchilada, and (g) the totalbytes of the whole enchilada. I'm thinking it'll just make a nice associative array with these properties defined in it, and pass that along to any function you designate as the onLoadProgress handler. so for the example right above, every time more data arrives as part of the load process, you'd fire off the equivalent of this: yourhandlerfunction( { currentfile: "build/jpeg/photo1.jpg", currentfolder: "build", filebytesloaded: 73, filebytesneeded:500, folderbytesloaded:73, folderbytesneeded:2000, totalbytesloaded:73, totalbytesneeded:2000} ); so then the handler could just reach into that object and get its info. For example: myhandlerfunction( info_object: Object ) { var ratio:Number = info_object[ "totalbytesloaded" ] / info_object[ "totalbytestotal" ] ; progressbar.xscale = ratio 100; } [Less]
Created 11 months ago.