AS3舞台屏幕截图到硬盘驱动器保存 [英] AS3 stage screen shot to hard drive save
问题描述
我工作的一个拖放的Flash游戏,在你将所有的可动片我想有一个按钮,可以让一个人保存屏幕快照整个舞台的。
我搜索不同的样品,并不能得到这code工作。
下面是AS3
snap_btn.addEventListener(MouseEvent.CLICK,快照);
快照功能(EVT:MouseEvent)方法:无效
{
进口com.adobe.images.JPGEn codeR;
VAR jpgSource:的BitmapData =新的BitmapData(stage.width,stage.height);
jpgSource.draw(阶段);
VAR jpgEn codeR:JPGEn codeR =新JPGEn codeR(85);
VAR jpgStream:的ByteArray = jpgEn coder.en code(jpgSource);
VAR标题:的URLRequestHeader =新URLRequestHeader(内容型,应用程序/八位字节流);
VAR jpgURLRequest:的URLRequest =新的URLRequest(jpg_en coder_download.php名= sketch.jpg?);
jpgURLRequest.requestHeaders.push(头);
jpgURLRequest.method = URLRequestMethod.POST;
jpgURLRequest.data = jpgStream;
navigateToURL(jpgURLRequest_blank);
}
在PHP
< PHP
如果(使用isset($ GLOBALS [HTTP_RAW_POST_DATA]))
{
//获取字节组
$ JPG = $ GLOBALS [HTTP_RAW_POST_DATA];
//添加页眉下载的对话框
标题(内容类型:图像/ JPEG');
标题(内容处置:附件;文件名=$ _ GET ['名称']);
回声$ JPG;
}
?>
我最终得到这个工作,我摆脱了PHP的
snap_btn.addEventListener(MouseEvent.CLICK,快照);
快照功能(EVT:MouseEvent)方法:无效
{
进口com.adobe.images.JPGEn codeR;
VAR jpgSource:的BitmapData =新的BitmapData(stage.width,stage.height);
jpgSource.draw(阶段);
VAR jpgEn codeR:JPGEn codeR =新JPGEn codeR(80);
VAR imgByteData:的ByteArray = jpgEn coder.en code(jpgSource);
文件=新的FileReference();
file.save(imgByteDataHaven_Big_Dream_Map.jpg);
}
我就改写埃文的答案。
使用的FileReference使用JPEGEn code或PNGEn code从adobe.corelib上的BitmapData后保存文件。请记住,旧版本的FlashPlayer的(小于10)!不会保存在驱动器文件
I'm working on a drag and drop Flash game, after you place all the movable pieces I want to have a button that allows a person to save a screen shot of the entire stage.
I searched different samples and cant get this code to work.
Here is the AS3
snap_btn.addEventListener(MouseEvent.CLICK, snapShot );
function snapShot( evt:MouseEvent ):void
{
import com.adobe.images.JPGEncoder;
var jpgSource:BitmapData = new BitmapData (stage.width, stage.height);
jpgSource.draw(stage);
var jpgEncoder:JPGEncoder = new JPGEncoder(85);
var jpgStream:ByteArray = jpgEncoder.encode(jpgSource);
var header:URLRequestHeader = new URLRequestHeader("Content-type", "application/octet-stream");
var jpgURLRequest:URLRequest = new URLRequest("jpg_encoder_download.php?name=sketch.jpg");
jpgURLRequest.requestHeaders.push(header);
jpgURLRequest.method = URLRequestMethod.POST;
jpgURLRequest.data = jpgStream;
navigateToURL(jpgURLRequest, "_blank");
}
The PHP
<?php
if (isset($GLOBALS["HTTP_RAW_POST_DATA"]))
{
// get bytearray
$jpg = $GLOBALS["HTTP_RAW_POST_DATA"];
// add headers for download dialog-box
header('Content-Type: image/jpeg');
header("Content-Disposition: attachment; filename=".$_GET['name']);
echo $jpg;
}
?>
I ended up getting this to work, I got rid of the php
snap_btn.addEventListener(MouseEvent.CLICK, snapShot );
function snapShot( evt:MouseEvent ):void
{
import com.adobe.images.JPGEncoder;
var jpgSource:BitmapData = new BitmapData(stage.width, stage.height);
jpgSource.draw(stage);
var jpgEncoder:JPGEncoder = new JPGEncoder(80);
var imgByteData:ByteArray = jpgEncoder.encode(jpgSource);
file = new FileReference();
file.save(imgByteData, "Haven_Big_Dream_Map.jpg");
}
I'll just rewrite answer of Evan.
Use FileReference to save file after using JPEGEncode or PNGEncode from adobe.corelib on BitmapData. Remember that older versions of FlashPlayer (<10) won't save files on drive!
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