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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, 0xffffff); //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 bmp:Bitmap = new Bitmap(bmd); bmp.scaleX = bmp.scaleY = 2.0; bmp.x = stage.stageWidth/2 -bmp.width/2; bmp.y = stage.stageHeight/2 - bmp.height/2 ; addChild(bmp);
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 bmp1:Bitmap = new Bitmap(bmd1); this.addChild(bmp1); bmp1.x =bmp1.y = 5; var bmp2:Bitmap = new Bitmap(bmd2); bmp2.x = 105; bmp2.y =5; this.addChild(bmp2);
3.颜色变换
var bmd:BitmapData = new BitmapData(80, 30, false, 0xFF0000); var ct:ColorTransform = new ColorTransform(); ct.alphaMultiplier = 0.8;//设置透明度因子为0.8 //ct.color = 0xff00ff; var rect:Rectangle = new Rectangle(0, 0, 40, 30);//定义左半边矩形区域 bmd.colorTransform(rect, ct);//对rect区域应用colorTransform var bmp:Bitmap = new Bitmap(bmd); addChild(bmp); bmp.x = stage.stageWidth/2 - bmp.width/2; bmp.y = stage.stageHeight/2 - bmp.height/2;
4.比较位图差异
//之一 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 bmp1:Bitmap = new Bitmap(bmd1); addChild(bmp1); bmp1.x = bmp1.y = 5; var bmp2:Bitmap = new Bitmap(bmd2); addChild(bmp2); bmp2.x = 60; bmp2.y = 5; var bmpDiff = new Bitmap(diffBmpData); addChild(bmpDiff); bmpDiff.x = 115; bmpDiff.y = 5;
//之二 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 bmp1:Bitmap = new Bitmap(bmd1); addChild(bmp1); bmp1.x = bmp1.y = 5; var bmp2:Bitmap = new Bitmap(bmd2); addChild(bmp2); bmp2.x = 60; bmp2.y = 5; var bmpDiff = new Bitmap(diffBmpData); addChild(bmpDiff); bmpDiff.x = 115; bmpDiff.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 bmp:Bitmap = new Bitmap(bmd); this.addChild(bmp);
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 bmp1:Bitmap = new Bitmap(bmd1); this.addChild(bmp1); var bmp2:Bitmap = new Bitmap(bmd2); this.addChild(bmp2); bmp2.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 bmpd:BitmapData = new BitmapData(80, 20); bmpd.draw(tf); var bmp:Bitmap = new Bitmap(bmpd); 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 bmp:Bitmap = new Bitmap(myBitmapData); addChild(bmp); bmp.scaleX = bmp.scaleY = 3.0; bmp.x = stage.stageWidth/2 - bmp.width/2; bmp.y = stage.stageHeight/2 - bmp.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 bmp1:Bitmap = new Bitmap(bmd1); addChild(bmp1); var bmp2:Bitmap = new Bitmap(bmd2); addChild(bmp2); bmp2.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 bmp1:Bitmap = new Bitmap(bmd1); this.addChild(bmp1); bmp1.x = 10; bmp1.y = 10; var bmp2:Bitmap = new Bitmap(bmd2); this.addChild(bmp2); bmp2.x = 100; bmp2.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); bmp1.bitmapData = bmd1; bmp2.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 bmp:Bitmap = new Bitmap(bmd); addChild(bmp); bmp.x = stage.stageWidth/2 - bmp.width/2; bmp.y = stage.stageHeight/2 - bmp.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); bmp.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; }
[ActionScript 3.0] AS3中的位图(BitmapData)应用
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原文地址:http://www.cnblogs.com/frost-yen/p/4878036.html