我制作了一个flash场景,我想制作一个按钮,当按下该按钮时,会保存场景,或者将其中一部分保存为JPG。 我发现了一个很好的教程(http://www.screentime.com/software/flash-projector/docs/AS3-mApp-captureScreenToJP.htm),但是当我插入代码时:
mApplication.captureScreenToJPG(fileName:screen.jpg [,x:100] [,y:540] [,width:100] [,height:400]):Void
......它没有做任何事情。
答案 0 :(得分:0)
首先,我有两点评论:
您的问题中提到的代码不是标准的ActionScript代码,您应该有一个特殊的应用程序来使代码正常工作。在你的情况下,它是ScreentimeMedia的mProjector,它将SWF转换为桌面应用程序,可以执行许多标准SWF文件无法进行屏幕截图并将其保存为图像文件的操作。
您应该知道ActionScript 2无法将文件写入硬盘,当然除非是共享对象。因此,要获得场景的快照,您必须将图像发送到外部脚本"它可以将其保存为文件,例如PHP脚本。
要做到这一点,举个例子,我有3个按钮(btn_stage,btn_mc,btn_zone)和1个MovieClip(movie_clip),这里我假设你的swf在一个可以执行PHP脚本的web应用程序中:
ActionScript 2代码:
var bmp_data:BitmapData;
btn_stage.onPress = function() {
// here we will take a snapshot of our scene
// if you want take all the scene (with empty and blank areas), we should use Stage.width and Stage.height :
// bmp_data = new BitmapData(Stage.width, Stage.height);
// if you want only take areas with object and shapes, ..., you can use _root dimensions :
bmp_data = new BitmapData(_root._width, root._height);
bmp_data.draw(_root);
take_snapshot(bmp_data);
}
btn_mc.onPress = function() {
// to take a snapshot only of a MovieClip in our Stage :
bmp_data = new BitmapData(movie_clip._width, movie_clip._height);
bmp_data.draw(movie_clip);
take_snapshot(bmp_data);
}
btn_zone.onPress = function() {
// if we want to take a snapshot of a specific zone (area) in our Stage
// we start by drawing all our Stage into a BitmapData object
var bmp_data_temp:BitmapData = new BitmapData(Stage.width, Stage.height);
bmp_data_temp.draw(_root);
// then we copy only the specific area from it, here we will take a square of 100px starting from (100, 100) to (200, 200)
bmp_data = new BitmapData(100, 100);
bmp_data.copyPixels(bmp_data_temp, new Rectangle(100, 100, 100, 100), new Point(0, 0));
take_snapshot(bmp_data);
}
function take_snapshot(bmp_data:BitmapData) {
var pixels:Array = [];
var w:Number = bmp_data.width;
var h:Number = bmp_data.height;
// get all pixels of our image (BitmapData)
for (var i = 0; i<= w; i++) {
for (var j = 0; j <= h; j++) {
var tmp = bmp_data.getPixel(i, j).toString(16);
pixels.push(tmp);
}
}
var php_return:LoadVars = new LoadVars();
var image_sender:LoadVars = new LoadVars();
image_sender.image = pixels.toString();
image_sender.width = w;
image_sender.height = h;
// send pixels, image width and height to our php script using a LoadVars to save our image
image_sender.sendAndLoad('http://www.example.com/save_image.php', php_return, 'POST');
}
PHP代码:
<?php
$pixels = explode(',', $_POST['image']);
$width = $_POST['width'];
$height = $_POST['height'];
// create our image
$image = imagecreatetruecolor($width, $height);
// draw our image pixel by pixel
$i = 0;
for($x = 0; $x <= $width; $x++){
for($y = 0; $y <= $height; $y++){
$int = hexdec($pixels[$i++]);
$color = ImageColorAllocate ($image, 0xFF & ($int >> 0x10), 0xFF & ($int >> 0x8), 0xFF & $int);
imagesetpixel($image, $x, $y, $color);
}
}
// save our image as snapshot.jpg
imagejpeg($image, 'snapshot.jpg');
// frees our image from memory
imagedestroy($image);
// this message will be sent to our swf after saving the image
echo 'your image was created successfully.';
?>
当然,这只是一个简单的例子,向您展示了一种做您正在寻找的方式。
希望可以提供帮助。