Reputation: 483
I was trying to make a flash app with AS3 where I can draw line with pen tool with different colors , also fill the shapes on an image with different colors, now I have went through various tutorials and achieved it, however in the end I am faced with 2 problems that I am unable to solve even after 3 days of efforts:
MovieClip
s which I need to fill.You can get a better idea of what I have achieved by visiting this link, click the pen symbol and paint bucket symbol to see how it works.
Below is my code for pen tool and fill color:
I draw a sprite add an image and then use the property to detect color to draw a line of color I choose, followed by code to fill color where I divide the image in various MovieClip
s and then make then into one and detect if mouse is clicked on which clip and fill it with selected color.
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.MovieClip;
import flash.display.Sprite;
import flash.events.MouseEvent;
bucbut.addEventListener(MouseEvent.CLICK,nClick0PC);
/////////////pentool code --------
convertToBMD();
pbut.addEventListener(MouseEvent.CLICK,nClick0P);
function nClick0P(event:MouseEvent):void{
spBoard.addEventListener(MouseEvent.ROLL_OUT,boardOut);
spBoard.addEventListener(MouseEvent.MOUSE_MOVE,boardMove);
spBoard.addEventListener(MouseEvent.MOUSE_DOWN,boardDown);
spBoard.addEventListener(MouseEvent.MOUSE_UP,boardUp);
}
var spBoard:Sprite=new Sprite();
this.addChildAt(spBoard,0);
spBoard.x=20;
spBoard.y=100;
var owl2:owl;
owl2 = new owl();
owl2.name="owl1";
spBoard.addChildAt(owl2,0);
owl2.x=315;
owl2.y=180;
var shDrawing:MovieClip = new MovieClip();
//var shDrawing:Shape=new Shape();
spBoard.addChild(shDrawing);
//spBoard.addChildAt(shDrawing,1);
function nClick0PC(event:MouseEvent):void{
owl2.addEventListener(MouseEvent.CLICK,on_owl_click);
}
var doDraw:Boolean=false;
var lineSize:Number=10;
var currentColor:Number;
spBoard.graphics.lineStyle(1,0x000000);
spBoard.graphics.beginFill(0xFFFFFF);
spBoard.graphics.drawRect(0,0,602,330);
spBoard.graphics.endFill();
spBoard.filters = [ new DropShadowFilter() ];
function boardOut(e:MouseEvent):void {
doDraw=false;
}
function boardDown(e:MouseEvent):void {
doDraw=true;
trace(activeColor);
shDrawing.graphics.lineStyle(lineSize,activeColor);
shDrawing.graphics.endFill();
shDrawing.graphics.moveTo(shDrawing.mouseX,shDrawing.mouseY);
}
function boardUp(e:MouseEvent):void {
doDraw=false;
}
function boardMove(e:MouseEvent):void {
var curX:Number=shDrawing.mouseX;
var curY:Number=shDrawing.mouseY;
if(doDraw && checkCoords(curX,curY)){
shDrawing.graphics.lineTo(curX,curY);
e.updateAfterEvent();
}
}
function checkCoords(a:Number,b:Number):Boolean {
if(a>=605-lineSize/2 || a<=lineSize/2 || b>=311-lineSize/2 || b<=lineSize/2){
return false;
}
else {
return true;
}
}
/////////////---------------------color picker
colors.addEventListener(MouseEvent.MOUSE_UP, chooseColor);
var pixelValue:uint;
var activeColor:uint = 0x000000;
var ct:ColorTransform = new ColorTransform();
var colorsBmd:BitmapData;
function convertToBMD():void
{
colorsBmd = new BitmapData(colors.width,colors.height);
colorsBmd.draw(colors);
}
function chooseColor(e:MouseEvent):void
{
pixelValue = colorsBmd.getPixel(colors.mouseX,colors.mouseY);
activeColor = pixelValue;//uint can be RGB!
ct.color = activeColor;
//shapeSize.transform.colorTransform = ct;
}
////////////////////========================================Fill color
function on_owl_click(e:MouseEvent):void {
for (var i:int = 0; i < owl2.numChildren; i++) {
if (owl2.getChildAt(i).hitTestPoint(mouseX,mouseY,true)) {
trace(owl2.getChildAt(i).name);
owl2.getChildAt(i).transform.colorTransform= ct;
}
}
}
Upvotes: 0
Views: 1019
Reputation: 6718
I deleted a lot of your code and left this:
convertToBMD();
colors.addEventListener(MouseEvent.MOUSE_UP, chooseColor);
var activeColor: uint = 0x000000;
var colorsBmd: BitmapData;
function convertToBMD(): void
{
colorsBmd = new BitmapData(colors.width, colors.height);
colorsBmd.draw(colors);
}
function chooseColor(e: MouseEvent): void
{
var pixelValue:uint = colorsBmd.getPixel(colors.mouseX, colors.mouseY);
activeColor = pixelValue; //uint can be RGB!
}
Also I removed an owl at the stage. Download my FLA to see changes.
Next. I added two canvases.
var canvasData:BitmapData = new BitmapData(650, 437, false, 0xEFEFEF);
var canvas:Bitmap = new Bitmap(canvasData);
canvas.x = 0;
canvas.y = 102;
addChild(canvas);
var penCanvas:Shape = new Shape();
penCanvas.x = canvas.x;
penCanvas.y = canvas.y;
You can read about Bitmap and BitmapData here. First canvas it's a raster image. Second canvas it's a Shape, so you can use moveTo and lineTo methods to draw with a pencil.
Next. In library i found an owl image and export it to code.
If not understand, I can explain more detailed.
Next. Registration event handlers.
bucbut.addEventListener(MouseEvent.CLICK, clickBucket);
pbut.addEventListener(MouseEvent.CLICK, clickPen);
function clickBucket(event:MouseEvent):void
{
stage.removeEventListener(MouseEvent.MOUSE_DOWN, canvasDown);
stage.addEventListener(MouseEvent.CLICK, clickOnCanvas);
}
function clickPen(event:MouseEvent):void
{
stage.addEventListener(MouseEvent.MOUSE_DOWN, canvasDown);
stage.removeEventListener(MouseEvent.CLICK, clickOnCanvas);
}
Let's see at clickOnCanvas method:
function clickOnCanvas(event:MouseEvent):void
{
// If we click at the canvas
if (canvas.hitTestPoint(mouseX,mouseY))
{
canvasData.floodFill(canvas.mouseX, canvas.mouseY,activeColor);
}
}
About floodFill you can read here.
And the last three methods used to draw by pen.
function canvasDown(event:MouseEvent):void
{
penCanvas.graphics.lineStyle(10, activeColor);
penCanvas.graphics.moveTo(penCanvas.mouseX, penCanvas.mouseY);
// only when mouse button is down we register two handlers, one for move and another for mouse up
stage.addEventListener(MouseEvent.MOUSE_MOVE, mouseMove);
stage.addEventListener(MouseEvent.MOUSE_UP, mouseUp);
}
function mouseMove(event:MouseEvent):void
{
// when mouse is moving we are drawing line
penCanvas.graphics.lineTo(penCanvas.mouseX, penCanvas.mouseY);
// As I said earlier canvasData it's a raster image. So we copy penCanvas and paste to canvasData.
canvasData.draw(penCanvas);
// For a smoother drawing
event.updateAfterEvent();
}
function mouseUp(event:MouseEvent):void
{
stage.removeEventListener(MouseEvent.MOUSE_MOVE, mouseMove);
stage.removeEventListener(MouseEvent.MOUSE_UP, mouseUp);
}
That's all!
Here you can download sources.
Upvotes: 3