Working with imported bitmaps
203
Importing bitmaps at runtime
You can use the ActionScript 2.0 command
BitmapData
to add bitmaps to a document at
runtime. To do so, you must specify a linkage identifier for the bitmap. For more
information, see
“Assigning linkage to assets in the library” on page 604
in
Learning
ActionScript 2.0 in Flash.
To assign an identifier string to a bitmap:
1.
Select the bitmap in the Library panel.
2.
Do one of the following:
■
Select Linkage from the options menu in the upper right corner of the panel.
■
Right-click (Windows) or Control-click (Macintosh) the bitmap name in the Library
panel, and select Properties from the context menu.
If the Linkage properties aren’t visible in the Properties dialog box, click the Advanced
button to display the advanced properties settings.
3.
Under Linkage in the Linkage Properties dialog box, select Export for ActionScript.
4.
Enter an identifier string in the text box, and click OK.
Applying a bitmap fill
You can apply a bitmap as a fill to a graphic object using the Color Mixer. Applying a bitmap
as a fill tiles the bitmap to fill the object. The Fill Transform tool allows you to scale, rotate, or
skew an image and its bitmap fill. See
“Transforming gradient and bitmap fills” on page 121
.
To apply a bitmap as a fill using the Color Mixer:
1.
To apply the fill to existing artwork, select a graphic object or objects on the Stage.
2.
Select Window > Color Mixer.
3.
In the Color Mixer, select Bitmap from the pop-up menu in the center of the panel.
4.
If you need a larger preview window to display more bitmaps in the current document,
click the arrow in the lower right corner to expand the Color Mixer.
5.
Click a bitmap to select it.
The bitmap becomes the current fill color. If you selected artwork in step 1, the bitmap is
applied as a fill to the artwork.
Summary of Contents for FLASH 8-FLASH
Page 1: ...Using Flash ...
Page 12: ...12 Contents ...
Page 110: ...110 Using Symbols Instances and Library Assets ...
Page 128: ...128 Working with Color Strokes and Fills ...
Page 156: ...156 Drawing ...
Page 190: ...190 Working with Text ...
Page 224: ...224 Working with Graphic Objects ...
Page 270: ...270 Creating Motion ...
Page 310: ...310 Working with Video ...
Page 362: ...362 Working with Screens Flash Professional Only ...
Page 386: ...386 Creating Multilanguage Text ...
Page 454: ...454 Data Integration Flash Professional Only ...
Page 500: ...500 Publishing ...
Page 534: ...534 Creating Accessible Content ...