How draw( ) handles Alpha channel values : BitmapData « Graphics « Flash / Flex / ActionScript






How draw( ) handles Alpha channel values

 
package{
  import flash.display.*;
    import flash.utils.*;
  import flash.events.*;
  import flash.geom.*;
  import flash.text.*;
  public class Main extends Sprite{
    public function Main(){


        var redSquare:BitmapData = new BitmapData(20, 20, true, 0xFFFF0000);
        var blueSquare:BitmapData = new BitmapData(20, 20, true, 0xFF0000FF);
        
        var sourceRect:Rectangle = new Rectangle(5, 5, 10, 5);
        
        var destPoint:Point = new Point(0,0);
        
        redSquare.copyPixels(blueSquare, sourceRect, destPoint);
        
        var b:Bitmap = new Bitmap(redSquare);
        addChild(b);

    }
  }
}

        








Related examples in the same category

1.Creating a BitmapData Object
2.Displaying BitmapData Images
3.Creating a New Bitmap Image from ImageData
4.Creating a Flood Fill
5.Create animation by setting the bitmap pixel
6.Dissolve
7.File BitmapData with Rectangle
8.Get pixel data from BitmapData
9.The alpha value of pixels can be set in transparent bitmaps only (i.e., bitmaps created with the value true passed to the transparent parameter of the BitmapData constructor)
10.getPixel32() Versus getPixel( )
11.Retrieve a pixel with Alpha set to 255, from a transparent image
12.Retrieving the Color of a Region of Pixels
13.Modifying a BitmapData
14.Assign a pixel value using a number that specifies an Alpha channel of CC
15.Using BitmapData.lock( ) to improve performance
16.Assigning the Color of a Region of Pixels
17.Applying Color Transformations
18.Detecting Areas by Color
19.Adding Noise
20.Adding Perlin Noise
21.Updates the octaves parameter
22.The randomSeed parameter is responsible for the randomness of the noise
23.The following code makes a BitmapData object with Perlin noise, and then uses that object as a bitmap fill. Because the stitch parameter is false, the edges are visible as it tiles.
24.PerlinNoise animation