36: Programming Bitmap Graphics in Java

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36: Programming Bitmap Graphics
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(transparentBackground 0xFF000000 : 0xFFFFFFFF), 0x00000000, false); if (colorRect == null || colorRect.width <= 0 || colorRect.height <= 0) continue; var wrapChar:int = tf.getCharIndexAtPoint( colorRect.x + edgeOffset.x - paddingPx, lineBaseline); var firstCharInLine:int = tf.getLineOffset(i); var allText:String = tf.text; if (wrapChar <= 0) continue; while (allText.charAt(wrapChar).match(WHITESPACE) == null && wrapChar > firstCharInLine) --wrapChar; if (wrapChar <= firstCharInLine) { tf.text = allText.slice(0, firstCharInLine) + NEWLINE + allText.slice(firstCharInLine); } else { tf.text = allText.slice(0, wrapChar) + NEWLINE + allText.slice(wrapChar + 1); } } while (++i < KILL_LIMIT); bmpSlice.dispose(); } }
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Once the line s overlap with the image is detected, you create a small bitmap slice (bmpSlice) that represents that overlap. Then you use getColorBoundsRect() to see which part of it can have text drawn on top (if it s transparent or white). Then you manually wrap the text to the right edge of that rectangle.
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Bitmap Effects
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With the use of some nal methods by the BitmapData class, you can generate interesting effects. Some of these, such as Perlin noise, can be generated in a bitmap and then used in a wide variety of other contexts.
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Applying Filters
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Filters, covered in 37, can be applied to any display object. The BitmapData class isn t a DisplayObject, but you can apply a lter to it. Much like colorTransform(), the lter will have a one-time effect. However, you can certainly apply the lter repeatedly, especially when maintaining the prior contents of the frame buffer as in Example 36-9. To apply a lter to a BitmapData object, use the applyFilter() method, which accepts the following parameters:
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sourceBitmapData The bitmap to apply the lter to. sourceRect The region of the source bitmap to copy, as a Rectangle. destPoint Where the copied pixels should appear in the destination bitmap, as a Point de ning the top-left corner. filter A BitmapFilter to apply.
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Part VIII: Graphics Programming and Animation
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Scrolling a Bitmap
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You can move a bitmap s data around in a simple manner with the scroll() method. The same effect can be achieved with copyPixels() or draw(), but scroll() is quick and easy. Rather than using a source bitmap, the BitmapData shifts its own contents. The method takes an x and y delta in position. When using scroll(), you should have a larger bitmap than is shown on-screen: the source pixels have to come from somewhere as they are shifted. You can use scroll() to create a smoothly scrolling tile map. Tile maps are an old-school game technique to create and store large maps at a low cost. Game artists would create patches of ground that t together seamlessly and reuse them to build a large map. As the game character walks toward the edge of the screen, new tiles have to be brought on from the edge. You can draw on these tiles with copyPixels(), but to generate the frames of animation where the screen is smoothly scrolling halfway between two unit tile sizes, scroll() can come in handy. The bitmap loses data as pixels are pushed off the edge, so it comes at a cost: you have to redraw the map after scrolling changes directions. You can also use scroll() for simple frame buffer effects, such as re that scrolls up and fades out gradually. Each frame, the whole bitmap can shift up, fade out, and perhaps blur.
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Although perhaps one of the less useful features of BitmapData, you can copy a random set of pixels from a bitmap, usually to evince a pixel dissolve, a transition between two images, or an image and black, in which pixels progressively disappear in a random fashion. The pixelDissolve() method does just this.
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Noise typically refers to random, unintentional, and unwanted image data. However, there are many good reasons to intentionally introduce noise. For example, you can use noise to add texture like lm grain; and fractal noise is useful for simulating natural motion. There are two methods to create noise in a bitmap.
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