As3.0中的位图(Bitmap/BitmapData)编程

 

 1.位图使用(模糊)滤镜

//创建一个矩形区域的BitmapData

var bmd:BitmapData = new BitmapData(80, 30, false, 0xefefef);



//画个红色的矩形

var rect:Rectangle = new Rectangle(20, 10, 40, 10);

bmd.fillRect(rect, 0xFF0000);



//找到红色矩形的右上顶点

var pt:Point = new Point(rect.left, rect.top);



//定义一个模糊滤镜

var filter:BlurFilter = new BlurFilter(8,8,1);



//应用滤镜

bmd.applyFilter(bmd, rect, pt, filter);



//创建一个位图对象,并加入到舞台

var bm:Bitmap = new Bitmap(bmd);



bm.scaleX = bm.scaleY = 2.0;

bm.x = stage.stageWidth/2 -bm.width/2;

bm.y = stage.stageHeight/2 - bm.height/2 ;



addChild(bm); 

 2.像素拷贝及赋值

var bmd1:BitmapData = new BitmapData(90, 60, false, 0x00000000);

var bmd2:BitmapData = bmd1.clone();//拷贝

 

//"画"一条白色的线

for(var i:uint=10;i<=40;i++){

    bmd1.setPixel32(i, i, 0xFFFFFFFF);

}

 

trace(bmd1.getPixel32(10, 10).toString(16)); // ffffffff

trace(bmd2.getPixel32(10, 10).toString(16)); // ff000000

 

var bm1:Bitmap = new Bitmap(bmd1);

this.addChild(bm1);

bm1.x =bm1.y = 5;

 

var bm2:Bitmap = new Bitmap(bmd2);

bm2.x = 105;

bm2.y =5;

this.addChild(bm2); 

 3.颜色变换

var bmd:BitmapData = new BitmapData(80, 30, false, 0xFF0000);

 
var cTransform:ColorTransform = new ColorTransform();

cTransform.alphaMultiplier = 0.8;//设置透明度因子为0.8

var rect:Rectangle = new Rectangle(0, 0, 40, 30);//定义左半边矩形区域

bmd.colorTransform(rect, cTransform);//对rect区域应用colorTransform

 

var bm:Bitmap = new Bitmap(bmd);

addChild(bm);

 

bm.x = stage.stageWidth/2 - bm.width/2;

bm.y = stage.stageHeight/2 - bm.height/2; 

 4.比较位图差异

var bmd1:BitmapData = new BitmapData(50, 50, true, 0xFFFFAA00);

var bmd2:BitmapData = new BitmapData(50, 50, true, 0xCCFFAA00);

var diffBmpData:BitmapData = BitmapData(bmd1.compare(bmd2));

var diffValue:String = diffBmpData.getPixel32(1, 1).toString(16);

//解释:当二个位置尺寸大小相同,且仅alpha分量不同时,compare的值为 zzFFFFFF,其中zz为bmd1与bmd2的alpha分量差

trace (diffValue); // 33ffffff

 

var bm1:Bitmap = new Bitmap(bmd1);

addChild(bm1);

bm1.x = bm1.y = 5;

var bm2:Bitmap = new Bitmap(bmd2);

addChild(bm2);

bm2.x = 60;

bm2.y = 5;

 

var bmDiff = new Bitmap(diffBmpData);

addChild(bmDiff);

bmDiff.x = 115;

bmDiff.y = 5; 

 

var bmd1:BitmapData = new BitmapData(50, 50, true, 0xFF00FF99);

var bmd2:BitmapData = new BitmapData(50, 50, true, 0x99AA3366);

var diffBmpData:BitmapData = BitmapData(bmd1.compare(bmd2));

var diffValue:String = diffBmpData.getPixel32(1, 1).toString(16);

//解释:当二个位置尺寸大小相同,但RGB分量不同时,compare的值为 FFxxyyzz,其中xx,yy,zz分别为bm1与bm2的RGB分量差,同时alpha分量差将被忽略

trace (diffValue); // ff56cc33

 

var bm1:Bitmap = new Bitmap(bmd1);

addChild(bm1);

bm1.x = bm1.y = 5;

var bm2:Bitmap = new Bitmap(bmd2);

addChild(bm2);

bm2.x = 60;

bm2.y = 5;

 

var bmDiff = new Bitmap(diffBmpData);

addChild(bmDiff);

bmDiff.x = 115;

bmDiff.y = 5;

 5.拷贝颜色通道

var bmd:BitmapData = new BitmapData(stage.stageWidth, stage.stageHeight, false, 0x00FF0000);

 

var rect:Rectangle = new Rectangle(0, 0, 20, 40);

var pt:Point = new Point(10, 10);

bmd.copyChannel(bmd, rect, pt, BitmapDataChannel.RED, BitmapDataChannel.BLUE);//将红色通道复制到以(10,10)为顶点,宽为20,高为40的矩形区域的蓝色通道中

 

trace(bmd.getPixel32(10,10).toString(16));//ffff00ff,即矩形区域的最终颜色值为ff ff 00 ff(纯红 叠加 纯蓝)

 

var bm:Bitmap = new Bitmap(bmd);

this.addChild(bm); 

 6.截取位图的某一部分(像素)

var bmd1:BitmapData = new BitmapData(40, 40, false, 0x000000FF);

var bmd2:BitmapData = new BitmapData(80, 40, false, 0x0000CC44);

 

var rect:Rectangle = new Rectangle(0, 0, 20, 20);

var pt:Point = new Point(10, 10);

bmd2.copyPixels(bmd1, rect, pt);//将bmd1中以pt为左上顶点的rect矩形像素复制到bmd2中

 

var bm1:Bitmap = new Bitmap(bmd1);

this.addChild(bm1);

var bm2:Bitmap = new Bitmap(bmd2);

this.addChild(bm2);

bm2.x = 50; 

 7.将文本转换为位图

import flash.display.Bitmap;

import flash.display.BitmapData;

import flash.text.TextField;

 

var tf:TextField = new TextField();

tf.text = "bitmap text";

 

var myBitmapData:BitmapData = new BitmapData(80, 20);

myBitmapData.draw(tf);

var bmp:Bitmap = new Bitmap(myBitmapData);

this.addChild(bmp);

bmp.x = stage.stageWidth/2 - bmp.width/2;

bmp.y = stage.stageHeight/2 - bmp.height/2; 

 8.仿PS中的颜色填充工具

//准备一个40*40绿色背景的BitmapData

var myBitmapData:BitmapData = new BitmapData(40, 40, false, 0x0000FF00);

 

//画二个有“交叉重叠”部分的“蓝色”矩形

var rect:Rectangle = new Rectangle(0, 0, 25, 25);

myBitmapData.fillRect(rect, 0x000000FF);

rect = new Rectangle(20, 20, 20, 20);

myBitmapData.fillRect(rect, 0x000000FF);

 

//从坐标(10,10)开始寻找与(10,10)坐标(像素点相同且连续的区域)填充红色

myBitmapData.floodFill(10, 10, 0x00FF0000);

 

var bm:Bitmap = new Bitmap(myBitmapData);

addChild(bm);

 

bm.scaleX  = bm.scaleY = 3.0;

bm.x = stage.stageWidth/2 - bm.width/2;

bm.y = stage.stageHeight/2 - bm.height/2; 

 9.颜色融合

import flash.display.Bitmap;

import flash.display.BitmapData;

import flash.geom.Rectangle;

import flash.geom.Point;

 

var bmd1:BitmapData = new BitmapData(100, 80, true, 0xFF00FF00);

var bmd2:BitmapData = new BitmapData(100, 80, true, 0xFFFF0000);

var rect:Rectangle = new Rectangle(0, 0, 40, 40);

var pt:Point = new Point(20, 20);

var mult:uint = 0x80; // 50% ,各通道值均为128,即50%

bmd1.merge(bmd2, rect, pt, mult, mult, mult, mult);

 

var bm1:Bitmap = new Bitmap(bmd1);

addChild(bm1);

var bm2:Bitmap = new Bitmap(bmd2);

addChild(bm2);

bm2.x = 110;

 

//最终值

//new redDest = [(redSrc * redMultiplier) + (redDest * (256 - redMultiplier))] / 256;

trace(bmd1.getPixel32(20,20).toString(16)); //ff7f7f00

 

//解释:

//返回值中Red分量为 7f = 0x00 * 0x80 + 0xff*(0x100-0x80)/0x100 

 10.噪点图

 

var bmd1:BitmapData = new BitmapData(80, 80);

var bmd2:BitmapData = new BitmapData(80, 80);

 

var seed:int = int(Math.random() * int.MAX_VALUE);

bmd1.noise(seed, 0, 0xFF, BitmapDataChannel.RED, false);

bmd2.noise(seed, 0, 0xFF, BitmapDataChannel.RED, true);

 

var bm1:Bitmap = new Bitmap(bmd1);

this.addChild(bm1);

bm1.x = 10;

bm1.y = 10;

var bm2:Bitmap = new Bitmap(bmd2);

this.addChild(bm2);

bm2.x = 100;

bm2.y = 10;

 

 

stage.addEventListener(Event.ENTER_FRAME,enterFrameHandler);

 

function enterFrameHandler(e:Event):void{

    seed = Math.floor(Math.random() * int.MAX_VALUE);

    bmd1.noise(seed, 0, 0xFF, BitmapDataChannel.RED, false);

    bmd2.noise(seed, 0, 0xFF, BitmapDataChannel.RED, true);

    bm1.bitmapData = bmd1;

    bm2.bitmapData = bmd2;

} 

11.另一种噪点图(有点类似卫星云图)

import flash.display.Bitmap;

import flash.display.BitmapData;

 

var bmd:BitmapData = new BitmapData(200, 200, false, 0x00CCCCCC);

 

var seed:Number = Math.floor(Math.random() * 999999);

var channels:uint = BitmapDataChannel.GREEN | BitmapDataChannel.BLUE;

bmd.perlinNoise(100, 80, 6, seed, false, true, channels, false, null);

 

var bm:Bitmap = new Bitmap(bmd);

addChild(bm);

bm.x = stage.stageWidth/2 - bm.width/2;

bm.y = stage.stageHeight/2 - bm.height/2;

 

stage.addEventListener(Event.ENTER_FRAME,enterFrameHandler);

 

function enterFrameHandler(e:Event):void{

    seed = Math.floor(Math.random() * 999999);

    bmd.perlinNoise(100, 80, 6, seed, false, true, channels, false, null);

    bm.bitmapData = bmd;    

} 

 12.像素融解

import flash.display.BitmapData;

import flash.display.Bitmap;

import flash.geom.Point;

import flash.geom.Rectangle;

import flash.utils.Timer;

import flash.events.TimerEvent;

 

var rndColor:int = Math.random() * 0xffffffff;//随机背景色

var fillColor:int = Math.random() * 0xffffffff;//随机填充色

 

var bmd:BitmapData = new BitmapData(100, 100, false, rndColor);

var bitmap:Bitmap = new Bitmap(bmd);

addChild(bitmap);

 

bitmap.scaleX = bitmap.scaleY = 1.5;

bitmap.x = stage.stageWidth/2 - bitmap.width/2;

bitmap.y = stage.stageHeight/2 - bitmap.height/2;

 

var tim:Timer = new Timer(20);

tim.start();

tim.addEventListener(TimerEvent.TIMER, timerHandler);

  

function timerHandler(event:TimerEvent):void {

    var randomNum:Number = Math.floor(Math.random() * int.MAX_VALUE);

    dissolve(randomNum);

}

 

function dissolve(randomNum:Number):void {

    var rect:Rectangle = bmd.rect;

    var pt:Point = new Point(0, 0);

    var numberOfPixels:uint = 100;//每次融解100个像素    

    bmd.pixelDissolve(bmd, rect, pt, randomNum, numberOfPixels, fillColor);

    var grayRegion:Rectangle = bmd.getColorBoundsRect(0xFFFFFFFF, rndColor, true);

     

    if(grayRegion.width == 0 && grayRegion.height == 0 ) {

        bmd.dispose();

        rndColor = Math.random() * 0xffffffff;

        fillColor = Math.random() * 0xffffff;

        bmd = new BitmapData(100, 100, false, rndColor);

        bitmap.bitmapData = bmd;

         

        //tim.stop();

    }

} 

 13.查找满足条件的颜色并替换

import flash.display.Bitmap;

import flash.display.BitmapData;

import flash.display.BitmapDataChannel;

import flash.geom.Point;

import flash.geom.Rectangle;

 

var bmd1:BitmapData = new BitmapData(200, 200, true, 0xFFCCCCCC);

 

var seed:int = int(Math.random() * int.MAX_VALUE);

var channels:uint = BitmapDataChannel.RED | BitmapDataChannel.BLUE;

bmd1.perlinNoise(100, 80, 12, seed, false, true, channels, false, null);

 

var bitmap1:Bitmap = new Bitmap(bmd1);

addChild(bitmap1);

 

var bmd2:BitmapData = new BitmapData(200, 200, true, 0xFFCCCCCC);

var pt:Point = new Point(0, 0);

var rect:Rectangle = new Rectangle(0, 0, 200, 200);

var threshold:uint =  0x00800000;//50%的红色通道值 

var color:uint = 0x80FF0000;//替换后的颜色

var maskColor:uint = 0x00FF0000;//因为只查找红色通道,所以遮罩仅为纯红色通道

bmd2.threshold(bmd1, rect, pt, ">", threshold, color, maskColor, true);

 

var bitmap2:Bitmap = new Bitmap(bmd2);

bitmap2.x = bitmap1.x + bitmap1.width + 10;

addChild(bitmap2);

 

addEventListener(Event.ENTER_FRAME,EnterFrameHandler);

 

function EnterFrameHandler(e:Event):void{

    seed = int(Math.random() * int.MAX_VALUE);

    bmd1.perlinNoise(100, 80, 12, seed, false, true, channels, false, null);

    bitmap1.bitmapData = bmd1;

    bmd2.threshold(bmd1, rect, pt, ">", threshold, color, maskColor, true);

    bitmap2.bitmapData = bmd2;

} 

 14.综合应用1:模仿MetaBall(当然这种方法并不精确)

var ballNum:uint=5;

var balls:Array = new Array();

var sW:Number=stage.stageWidth;

var sH:Number=stage.stageHeight;

var container:Sprite = new Sprite();

var bmd:BitmapData=new BitmapData(sW,sH,false,0x00000000);

var bitmap:Bitmap;

var i:uint=0;

var rect:Rectangle=new Rectangle(0,0,sW,sH);

var pt:Point=new Point(0,0);

var filter:BlurFilter=new BlurFilter(15,15);

 

function init() {

    for (i=0; i<ballNum; i++) {

        var b:Ball=new Ball(30+Math.random()*40,0xffffff);

        balls.push(b);

        b.x = (sW - b.width)*Math.random() + b.radius;

        b.y = (sH - b.width)*Math.random() + b.radius;

        b.vx=(Math.random()*2-1)*2;

        b.vy=(Math.random()*2-1)*2;

        container.addChild(b);

    }

 

    bmd.draw(container);

    bmd.applyFilter(bmd, rect, pt, filter);

    bitmap=new Bitmap(bmd);

    addChild(bitmap);

    addEventListener(Event.ENTER_FRAME,enterFrameHandler);

}

 

function enterFrameHandler(e:Event):void {

    for (i=0; i<ballNum; i++) {

        var b:Ball=balls[i];

        b.x+=b.vx;

        b.y+=b.vy;

        var adjust:uint=5;

        if (b.x>=sW-b.radius-adjust) {

            b.x=sW-b.radius-adjust;

            b.vx*=-1;

        } else if (b.x<b.radius+adjust) {

            b.x=b.radius+adjust;

            b.vx*=-1;

        }

 

        if (b.y>=sH-b.radius-adjust) {

            b.y=sH-b.radius-adjust;

            b.vy*=-1;

        } else if (b.y<b.radius+adjust) {

            b.y=b.radius+adjust;

            b.vy*=-1;

        }

    }

 

    bmd.dispose();

    bmd=new BitmapData(sW,sH,false,0x00000000);

    bmd.draw(container);

    bmd.applyFilter(bmd, rect, pt, filter);

    bitmap.bitmapData=bmd;

}

 

init(); 

 15.综合应用2-粒子效果

 

package asbook

{

    import flash.display.*

    import flash.geom.*

    public class particleSample extends Sprite 

    {

        private var apoint : Point;

        private var aspeed : Number = 0;

        private var arote  : Number = 0;

        private var cpoint : Point;

        private var rl : Number = 0;

         

        public function particleSample(cp:Point , lg:Number , art:Number , asp:Number):void

        {// 1s

            apoint = new Point();

            cpoint = cp;

            rl = lg;

            arote = art;

            aspeed = asp;

            setapoint();

        }// 1e

         

        public function pmove():Point 

        {// 2s

            arote += aspeed;

            if(arote >= 360) arote -= 360;

            setapoint();

            return apoint;

        }// 2e

         

        public function setapoint():void

        {// 3s

            var temp:Number = arote * Math.PI / 180;

            apoint.x = cpoint.x + rl * Math.cos(temp);

            apoint.y = cpoint.y + rl * Math.sin(temp);

             

        }// 3e

    }// class end

}// package end

 

 

package asbook{

    import flash.events.*;

    import flash.display.*;

    import flash.text.*;

    import flash.utils.*;

    public class FPSshow extends Sprite {

        private var FPStxt:TextField;

        private var FPScount:Number;

        private var FPStimer:int;

        private var fm:TextFormat;

        public function FPSshow() {

            fm = new TextFormat();

            fm.size  = 20;

            FPStxt = new TextField();

            FPStxt.defaultTextFormat = fm;

            FPScount = 0;

            FPStxt.textColor = 0xFFFFFF;

            FPStxt.x = 10;

            FPStxt.y = 10;

            addEventListener(Event.ADDED , onadd);

            addEventListener(Event.REMOVED  , onremove);

 

        }

        private function onadd(evt:Event) {

            stage.addEventListener(Event.ENTER_FRAME  , showFPS);

            addChild(FPStxt);

            FPStimer = getTimer();

        }

        private function onremove(evt:Event) {

            stage.removeEventListener(Event.ENTER_FRAME , showFPS);

        }

        private function showFPS(evt:Event ) {

            if ( getTimer() - 1000 > FPStimer ) {

                FPStimer = getTimer();

                FPStxt.text = "FPS : "+FPScount;

                FPScount = 0;

            } else {

                FPScount++;

            }

        }

 

    }//end class

}//end package

 

package asbook{

    import asbook.particleSample;

    import asbook.FPSshow;

    import flash.filters.*;

    import flash.display.*;

    import flash.geom.*;

    import flash.events.*;

     

    [SWF(height="300",width="300",frameRate=100)]

    public class main extends MovieClip {

        private var gNum1:int=1500;

        private var gNum2:int=1500;

        private var gArr:Array=[];

        private var ccPoint:Point;

        private var rrl:Number;

        private var length1:Number=50;

        private var length2:Number=200;

        private var length3:Number=300;

        private var bmp:Bitmap;

        private var bmd:BitmapData;

        private var bmdctf:ColorTransform=new ColorTransform(0.96,0.86,0);

        private var stgw:Number=stage.stageWidth;

        private var stgh:Number=stage.stageHeight;

        private var started:Boolean=false;

        private var bmped:Boolean=false;

 

        public function main() {

            ccPoint=new Point(stgw/2,stgh/2);

            initbmp();

            initstart();

            addEventListener(Event.ENTER_FRAME , run);

            addChild( new FPSshow()  );

        }

 

 

        private function initbmp():void {

            if (bmped) {

                return;

            }

            bmped=true;

            bmd=new BitmapData(stgw,stgh,false,0);

            bmp=new Bitmap(bmd);

            addChild(bmp);

        }

 

        private function initstart():void {

            if (started) {

                return;

            }

            started=true;

 

            for (var i:int  = 1; i <= gNum1; i++) {

                rrl=Math.abs(Math.random()-Math.random());

                var pp:particleSample = new particleSample(ccPoint , rrl * ( (length2 - length1)  / 2  *  1.2 )  + length1 / 2  , Math.random() * 360 , Math.random() * 10 - 6 );

                gArr.push(pp);

            }

 

            for (i  = 1; i <= gNum2; i++) {

                rrl=Math.abs(Math.random()-Math.random());

                var pp:particleSample = new particleSample(ccPoint , rrl *  (length3 - length2) / 2      + length2 / 2  , Math.random() * 360 , Math.random() * 5 - 3 );

                gArr.push(pp);

            }

            trace("Total:  " + gArr.length);

        }

        private function run(evt:Event):void {

            bmd.lock();

            bmd.colorTransform(bmd.rect , bmdctf);

            bmd.applyFilter(bmd , bmd.rect , new Point() , new BlurFilter(10 , 10 ,1));

            var pppoint:Point = new Point();

            for (var i:int = 0; i <=( gArr.length - 1 ); i++) {

                var pptemp:particleSample=gArr[i] as particleSample;

                pppoint=pptemp.pmove();

                bmd.setPixel32(pppoint.x , pppoint.y , 0xffffff);

            }

            bmd.unlock();

        }

    }// main class end

}//package end

 

 作者:菩提树下的杨过
出处:http://yjmyzz.cnblogs.com

posted @ 2013-05-02 13:21  ChangeLi  阅读(320)  评论(0编辑  收藏  举报