如何将两个位图合并为一个位图并将其保存到本地驱动器

1 merge bitmap actionscript-3

我搜索了很多,但似乎没有什么对我有用.在这方面,非常感谢某人的帮助.非常感谢.我是AS3的新手.我正在使用FlashDevelop.以下是我使用的代码,

包{

import flash.display.Loader;
import flash.display.MovieClip;
import flash.display.Sprite;
import flash.events.Event;
import flash.geom.Matrix;
import flash.geom.Point;
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.BitmapDataChannel;
import flash.net.URLRequest;
import flash.events.MouseEvent;
import flash.utils.ByteArray;
import flash.net.FileReference;
import com.adobe.images.JPGEncoder;
import flash.geom.Rectangle;

public class Main extends Sprite 
{
    private var modelBmp : BitmapData;
    private var alphaBmp : BitmapData;
    private var destPoint : Point = new Point(0, 0);
    private var mask1:Loader = new Loader();
    private var mask2:Loader = new Loader();
    private var f:Bitmap;
    private var fileReference:FileReference = new FileReference();
    private var movie:MovieClip = new MovieClip();
    private var loadedimage:Bitmap;
    private var loadedimage1:Bitmap;
    public function Main():void 
    {
        if (stage) init();
        else addEventListener(Event.ADDED_TO_STAGE, init);
    }

    private function init(e:Event = null):void 
    {

        if (loadAssets()) {
            trace('merge loaded');
        modelBmp = new BitmapData(loadedimage.width, loadedimage.height);
        modelBmp.draw(loadedimage);
        alphaBmp = new BitmapData(loadedimage1.width, loadedimage1.height);
        alphaBmp.draw(loadedimage1);

        var rect:Rectangle = new Rectangle(0, 0, 200, 200);
        var pt:Point = new Point(20, 20);
        var mult:uint = 0x80; // 50% 
        modelBmp.merge(alphaBmp, rect, pt, mult, mult, mult, mult);

        var bm1:Bitmap = new Bitmap(modelBmp);
        addChild(bm1);
        bm1.x = 400;
        var bm2:Bitmap = new Bitmap(alphaBmp);
        addChild(bm2);
        bm2.x = 200;}
                }

        private function loadAssets():void
        {
        mask2.contentLoaderInfo.addEventListener(Event.COMPLETE, loadComplete1);
        mask1.contentLoaderInfo.addEventListener(Event.COMPLETE, loadComplete);
        mask2.load(new URLRequest("Photo.png"));
        mask1.load(new URLRequest("back.png"));
        trace('asset loaded');
        }

        private function loadComplete(event:Event):void 
        {
        loadedimage = Bitmap(mask1.content)
        var bitmap:BitmapData = new BitmapData(loadedimage.width, loadedimage.height, false, 0xffffffff);
        bitmap.draw(loadedimage, new Matrix())
        var image:Bitmap = new Bitmap(bitmap);
        //addChild(image);
        trace('image1 loaded');
        }

        private function loadComplete1(event:Event):void 
        {
        loadedimage1 = Bitmap(mask2.content)
        var bitmap:BitmapData = new BitmapData(loadedimage1.width, loadedimage1.height, false, 0xffffffff);
        bitmap.draw(loadedimage1, new Matrix())
        var image:Bitmap = new Bitmap(bitmap);
        //addChild(image);
        trace('image2 loaded');
        }

}
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}

Bos*_*h99 5

如何使用Bitmap.merge():

var bitMapData1:BitmapData = new BitmapData(100,100); //or embedded item
var bitMapData2:BitmapData = new BitmapData(100,100); // "

var bitmap:Bitmap = new Bitmap(bitMapData1);
this.addChild(bitmap);

bitmap.merge(bitMapData2, new Rectangle(0, 0, 100, 100), new Point(0, 0), 128, 128, 128, 128);
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正如其他人所说,Flash被禁止创建,修改,修改,保存或以其他方式操纵文件.有几种方法可以将这些数据从闪存中转移到具有这些功能的技术(例如PHP)中,或者您可以在Air中使用flash.filesystem包(如前所述).

希望有帮助=

= update =

您的代码存在问题,因为您正在编写urlRequest,然后在一个函数中对加载的内容进行操作.URL请求根本没有时间触发,而你的其余功能都失败了,因为Mask2.content == undefined or null......我很惊讶它没有抛出错误.

除此之外,它看起来应该工作.

试试这个:

private var _mask1:Loader; // _lowerCase naming convention

//constructor... call init()
//init.. call loadAssets()

private function loadAssets():void
{
_mask1 = new Loader(); //generally not a good idea to create objects when declaring variable
    _mask1.addEventListener(Event.COMPLETE, onCompleteFunction);
    _mask1.load(new URLRequest("Dress04.png"));

    private function onCompleteFunction(e:Event):void
    { ...
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请注意,由于您正在执行多个加载,因此在对加载的内容执行操作之前,您需要检查两者是否都已加载.您可以使用简单的布尔检查或者......执行此操作.你也可以看看像LoaderMax这样的内置加载排队的东西.

另请注意,良好的资产加载通常涉及try ... catch语句和几个事件的处理 - IOErrorEvent.IO_ERROR例如.

=更新2 =

好的 - 我们现在只是进入编程逻辑.

这是个问题:

 private function init(e:Event = null):void 
        {

            if (loadAssets()) {
                trace('merge loaded');
//...
//...
 private function loadAssets():void
        {...
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你实际上是要求loadAssets()返回一个值,但是它的返回类型是void,因此绝对会失败.除此之外,loadAssets()只是启动加载器,而不是跟踪加载是否成功.

让我们把它分成几个步骤,并设置一个非常简单的加载队列:

import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.Loader;
import flash.display.MovieClip;
import flash.display.Sprite;
import flash.events.Event;
import flash.geom.Matrix;
import flash.geom.Point;
import flash.geom.Rectangle;
import flash.net.URLRequest;

    public class Main extends Sprite 
    {
        private var modelBmp    : BitmapData;
        private var alphaBmp    : BitmapData;
        private var destPoint   : Point;
        private var mask        : Loader;
        private var f           : Bitmap;
        private var movie       : MovieClip;
        private var loadedImages: Array;
        private var imageQueue      : Array;

        public function Main():void 
        {
            if (stage) init();
            else addEventListener(Event.ADDED_TO_STAGE, init);
        }

        //initialize variables
        private function init(e:Event = null):void 
        {
            //just set up a simple queue of images to load
            imageQueue      = ['Photo.png', 'back.png'];
            loadedImages    = [];

            destPoint       = new Point(0, 0);
            mask            = new Loader();
            movie           = new MovieClip();

            loadAsset( imageQueue[0] );
        }

        private function loadAsset(target:String):void
        {
            mask.contentLoaderInfo.addEventListener(Event.COMPLETE, loadComplete);  
            mask.load(new URLRequest(target));
        }

        private function loadComplete(event:Event):void 
        {
            loadedimage = Bitmap(mask.content);

            var bitmap:BitmapData = new BitmapData(loadedimage.width, loadedimage.height, false, 0xffffffff);
            bitmap.draw(loadedimage, new Matrix())
            var image:Bitmap = new Bitmap(bitmap);
            loadedImages.push(image);
            mask.unload();

            trace(imageQueue[0] + " loaded");
            imageQueue.splice( 0, 1); //remove the first index

            if (imageQueue.length > 0){
                loadAsset(imageQueue[0]);
            }else{
                mergeImages(); //if the queue is empty, then merge
            }
        }

        private function mergeImages():void
        {
            modelBmp = new BitmapData(Bitmap(loadedImages[0]).width, Bitmap(loadedImages[0]).height);
            modelBmp.draw(loadedimage);
            alphaBmp = new BitmapData(Bitmap(loadedImages[1]).width, Bitmap(loadedImages[1]).height);
            alphaBmp.draw(loadedimage1);

            var rect:Rectangle = new Rectangle(0, 0, 200, 200);
            var pt:Point = new Point(20, 20);
            var mult:uint = 0x80; // 50% 
            modelBmp.merge(alphaBmp, rect, pt, mult, mult, mult, mult);

            var bm1:Bitmap = new Bitmap(load);
            addChild(bm1);
            bm1.x = 400;
            var bm2:Bitmap = new Bitmap(alphaBmp);
            addChild(bm2);
            bm2.x = 200;}

        }

    }
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我没有检查是否有效,所以可能需要一点点搞乱,但基本的想法应该适合你.有很多方法可以处理链式条件资产加载,这是一个简单的例子.

希望有所帮助 -