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Editorial Team
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Editorial Team
Asked: May 13, 20262026-05-13T08:40:59+00:00 2026-05-13T08:40:59+00:00

private static var tileDir:String; public static var tileImage:BitmapData; private static var loader:Loader; public static

  • 0
        private static var tileDir:String;
        public static var tileImage:BitmapData;
        private static var loader:Loader;

        public static var tileReady:EventDispatcher = new EventDispatcher();
        public static var tileNum_perRow:Number = 3;
        public static var select:selector;

        public var tileNum:Number = 0;
        public var setBack:Number = 0;
        public var tileState:String;
        public var tCol:Number;
        public var tRow:Number;

        private var tWidth:int = 30;
        private var tHeight:int = 30;
        private var tImage:BitmapData;
        private var canvas:Bitmap;

        private var p:Point;
        private var r:Rectangle;    

        public function Tile():void
        {
            var tempImage:BitmapData = tileImage;
            r = new Rectangle(0,0,30,30);
            p = new Point(0,0);
            tImage = new BitmapData(30,30);
            tImage.copyPixels(tempImage,r,p);
        }

And I get the following error:

ArgumentError: Error #2015: Invalid BitmapData.

It tends to happen when I copy the pixels. I dont know why.

tileImage;

tileImage is valid, I’ve used the variable in the code below and it works. But above doesnt. Don’t know why. Anyone have any clues?

this.graphics.beginBitmapFill(tileImage);
this.graphics.drawRect(60, 0,tWidth ,tHeight );
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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-13T08:41:00+00:00Added an answer on May 13, 2026 at 8:41 am

    Nevermind, I figure a better solution

                    theMatrix.translate(30,0);
            this.graphics.beginBitmapFill(tileImage,theMatrix);
            //this.graphics.drawRect(0, 0,tWidth ,tHeight );
            this.graphics.endFill();
    

    using the theMatrix.translates give you the ability to choose what part of the tile you want, without effecting the position of the sprite

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