Imaging Lingo
Use the Search feature [[1]] to find articles on Director Online which discuss Imaging Lingo.
Imaging Lingo enables you to create and manipulate bitmap images on the fly. For Shockwave projects, this can help you reduce download time: Instead of downloading large images, you can simply provide a template and construct the images on the user?¢‚Ǩ‚Ñ¢s machine. A template can consist of Flash members and Vector Shapes, smaller bitmaps, and a sprinkling of Lingo. You can use it in your projects to add real-time graphics effects similar to those achieved by Kai?¢‚Ǩ‚Ñ¢s Super Goo and simulated 3D effects. The Paintbox behaviors, shipped with Director 8.0 and up, use Imaging Lingo to provide all the features you would expect of a simple paint program, and Darrel Plant?¢‚Ǩ‚Ñ¢s Animation > Sprite Transition behaviors provide customizable visual effects. Both these sets of behaviors can offer insights into the mechanics and potential of Imaging Lingo. Imaging Lingo was introduced in Director 8.0, when Director engineer Werner Sharp realized that the C++ code used by the Director player to display sprites on the stage could be exposed to Lingo relatively painlessly. Here is a list of the Imaging Lingo commands, ordered by category.
Contents
Defining an image
- image (property of certain member types and of the stage)
- image() (function which returns a new image object, not connected to any member)
- createMask()
- createMatte()
- depth
Alpha channels for 32-bit images
- image(<width>, <height>, 32, <alphaDepth>)
- setAlpha()
- extractAlpha()
- useAlpha
- alphaThreshold
Defining color
- color() - Director 10 and above. In Director 8.0 to DMX, use rgb()
- rgb()
- hexString()
- palette
- puppetPalette()
- paletteIndex()
Defining an area
Modifying an image
- copyPixels()
- draw()
- fill()
- floodFill()
- setPixel()
- getPixel()
- dither
- trimWhiteSpace()
- Gamma correction
Comparing images
image 1 = image 2