之前我有一个答案,它非常有帮助,因此我修改了我的代码以使其工作,但是,我仍然在square-1
//load libs
import flash.net.*;
import flash.geom.Matrix;
import flash.display.*;
import flash.events.*;
import com.adobe.images.JPGEncoder;
function myLoader() {
var loader:Loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, sketch);
var request:URLRequest = new URLRequest("http://www.sergiorodriguez.org/images/2008_5_FXD_VividBlack.jpg");
loader.load(request);
}
//action for mouse
stage.addEventListener(MouseEvent.MOUSE_MOVE, moveCursor);
Mouse.hide();
function moveCursor(event:MouseEvent):void{
pencil.x = event.stageX;
pencil.y = event.stageY;
}
var canvas_mc;
canvas_mc = new MovieClip()
addChildAt(canvas_mc,0);
canvas_mc.swapDepths
//draw area to sketch
function sketch(e:Event):void{
//load bitmap and draw it to memory
var myBitmapData;
myBitmapData = new BitmapData(500, 500);
myBitmapData.draw(e);
//define matrix
var matrix;
matrix = new flash.geom.Matrix();
//start canvas
canvas_mc.graphics.beginBitmapFill(myBitmapData,matrix, true, true);
canvas_mc.graphics.drawRect(0, 0, 500, 500);
canvas_mc.graphics.endFill();
//listening events
canvas_mc.addEventListener(MouseEvent.MOUSE_DOWN, startDrawing);
canvas_mc.addEventListener(MouseEvent.MOUSE_UP, stopDrawing);
canvas_mc.addEventListener(MouseEvent.MOUSE_MOVE, makeLine);
}
//mouse draws on press
function startDrawing(event:MouseEvent):void{
canvas_mc.graphics.lineStyle(1, 0, 1);
canvas_mc.graphics.moveTo(mouseX, mouseY);
canvas_mc.addEventListener(MouseEvent.MOUSE_MOVE, makeLine);
}
//mouse stops drawing on realese
function stopDrawing(event:MouseEvent):void{
canvas_mc.removeEventListener(MouseEvent.MOUSE_MOVE, makeLine);
}
//creates lines
function makeLine(event:MouseEvent):void{
canvas_mc.graphics.lineTo(mouseX, mouseY);
}
//call function
myLoader()
//start to save onto server
var serverPath:String = "";
function createJPG(m:MovieClip, q:Number, fileName:String){
var jpgSource:BitmapData = new BitmapData (m.width, m.height);
jpgSource.draw(m);
var jpgEncoder:JPGEncoder = new JPGEncoder(q);
var jpgStream:ByteArray = jpgEncoder.encode(jpgSource);
var header:URLRequestHeader = new URLRequestHeader ("Content-type", "application/octet-stream");
var jpgURLRequest:URLRequest = new URLRequest ( serverPath+"jpg_encoder_download.php?name=" + fileName + ".jpg");
jpgURLRequest.requestHeaders.push(header);
jpgURLRequest.method = URLRequestMethod.POST;
jpgURLRequest.data = jpgStream;
var jpgURLLoader:URLLoader = new URLLoader();
//jpgURLLoader.load(jpgURLRequest);
navigateToURL(jpgURLRequest, "_blank");
}
save_btn.addEventListener(MouseEvent.CLICK, saveBtnPress);
save_btn.addEventListener(MouseEvent.ROLL_OVER, saveBtnOver);
save_btn.addEventListener(MouseEvent.ROLL_OUT, saveBtnOut);
function saveBtnPress(e:Event):void{
createJPG(canvas_mc, 90, "sketch");
}
function saveBtnOver(e:Event):void{
Mouse.show();
pencil.visible = false;
}
function saveBtnOut(e:Event):void{
Mouse.hide();
pencil.visible = true;
}
答案 0 :(得分:1)
我不确定问题是什么,但我假设您正在尝试绘制myLoader()函数加载的图像,并且您没有看到图像。在这种情况下,问题是您没有将Loader实例作为子项添加到主精灵中。这是修复:
function myLoader() {
var loader:Loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, sketch);
var request:URLRequest = new URLRequest("http://www.sergiorodriguez.org/images/2008_5_FXD_VividBlack.jpg");
loader.load(request);
addChild(loader);
}
说明:加载器最终将加载已加载的图像,但是如果要显示它,则需要显示加载器本身。
答案 1 :(得分:0)
您无法将事件绘制到位图。您需要绘制加载的图像
改变你的行:
myBitmapData.draw(e);
到
myBitmapData.draw(loader);
我怀疑你的代码有很多其他问题,我无法真正看到你在任何地方将BitmapData添加到任何Bitmap,所以你永远不会看到画出的内容。
此外,尝试在您的问题中更具体一点,如果我们不必阅读整个代码,那么回复会更容易。