ActionScript 2.0 :: Drawing Perfect Circle Using CurveTo
Feb 10, 2009
I have tried to draw a circle using drawing API curveTo function. But the result is not a perfect circle. Flash documents also suggest this method. Check this link >> This is the code I have used to make a circle of radius R and the registration point of circle movie clip is at the center.
any techniques they use to draw a perfect half circle?
I've seen the curveTo() method, and I cannot seem to make it come out with anywhere nearly good enough results. It always looks like half of a skewed ellipse.
I don't *want* to use a mask -- since there will be other drawings on this same Sprite that I do not want masked.
To be even more picky -- I don't *want* to create the half circle in another Sprite and add that to my original drawing.
"mc.graphics.moveTo"and...mc.graphics.curveTo....to draw out some dynamic lines.What I need is some sort of equation that sets the "controlX" and "controlY"depending on how long the line is and in what position it is.The below is a pile of pap and doesnt actually work... but thats me trying to figure out some set equation for it...
I want to add point to curve when i click on the curve ,make sure the Original point not change ,eg. a Original point is a control point after add it is Still a control point ,so,may be it is need add two point at the same time
I'm just starting out with AS3, so I'm trying my hand as some of the more basic drawing functions, to try and get a handle on them. The problem I've hit is using 'curveTo' to create a smooth curve is creating some very poor aliasing results. Here is an example: [URL]
The first part (which is actually on the right) is a very simple curve from 50,50 to 100,100, through 100,50. I would have expected the end points of the line to be single pixel width, but it's aliased over two pixels.
The second part (on the left) shows why this is a problem for me. I'm trying to draw a basic shape outline with a semi-circle at the top, but it really doesn't look great (it looks shifted half a pixel to the left relative to the rest of the shape).
I'm working on a project for a client, they want a simple drawing api which requests the user to draw a circle, or a shape on screen. The circle is then analyzed and a Score/Percentage of correction is returned. The drawing I have covered, how to assess the drawn circle against a perfect circle?
My first idea was to put invisible trigger points around the circumference of the shape and check for hit tests when the user is drawing. Another would be to track the dimensions of the left, right, top and bottom most bounding box and then find the radius, or something to that effect.
ActionScript Code: var _angle:Number = 0; var _speed:Number = .1; var _radius:Number = 100;
[code]...
but...... if I wanted the circle to be drawn faster and change _speed to lets say .7 the circle becomes a polygon. How to get the circle to be drawn fast so it looks like a circle?
Here I what i need is : Start drawing first circle and when first circle is on half way, Start second circle.same way second and third circles. and after completing 3 circles, just gotoAndPlay 2nd Frame .
I draw a rectangle i should see a little bold circle to indicate a perfect rectangle, I seemed to lost mine, can somebody please tell me how to get it back!
I'm using flex sdk and trying to draw primitive geometry figures, what is wrong in following code? i tried without the trigger(placing) of button, but did not work.
I'm moving on with my optics system in Box2D (which seems to run into its share of kinks and platform limitations, but that's a subject for another time) and I expect to have the need for a way to procedurally draw sprites for varying shapes of lenses.Really, the critical component of this process seems to be the ability to draw partial circles. By this, I mean a part of a circle if it were divided from the whole by a straight line through the circle's interior.
I'm trying to construct an animation illustrating the angle of a circle.The user types in a value and the handle gets rotated on a timer tick. (Press Enter or the ndra-button to see the effect): Example So far so good.Now - my problem is when the rotation gets bigger than 360 degrees. I would like the arc's alpha to get darker, to see it draw upon the "existing" arc line. But I don't know how to do that and I can't find code for doing it, either.[code]The DrawingShapes.drawArc method comes from here.If anyone could point me in the right directon on how graphic updating works. I tried not removing the lineHolder from stage when it's updated, but that just made the line's alpha 1 instantly. I would like it to "gradually" get filled in when the arc exceeds 360 degrees.
I need to draw a circle in certain amount of time. I found this code but it uses an enter frame. Is there way this could be written so it can be controlled by time? Code: var speed:Number = 0.05; var radius:Number = 50; var angle:Number = 0; var xpos:Number; var ypos:Number; [Code] .....
could anybody point me in the direction on how to create a circle on enterframe....basically, a circular loading bar. As the percent loaded goes up, more of the circle is created.
I've seen it before, and I'm unable to properly label what it is..But what I'm looking for is the method to make an imaginary pencil draw on my flash..So if it were a circle (not connecting at the end, just off of meeting) I could use a mask to make it display in any direction but how do I mask the circle going clockwise?
I am using Senocular's code to dynamically create part of a circle using curveto.I am wondering how to change the start point, like where the circle outline starts. It is currently starting on the right of the circle, I would like it to start on top. How would I go about doing that?Here is Senocular's code:
Code: // x: circles center x, y: circles center y // a1: first angle, a2: angle to draw to, r: radius
I'm developing a game atm, and I need some help on the mathematics/coding of colliding circles (and their change in x/y speed). What i need to know is how to calculate the direction and speed a circle has after colliding with a static (non-moving) circle. I know how to detect a collision between the two, but I'm not sure about the maths I need to give the circle the right speed and direction after the collision
If i do know how far away the two circle-points (in the middle of each) are to each other (in both x and y coords) would it be easy for me to find the new speed and direction of the large circle in the example above? I know that I somehow should use the angles to pretend the circle hits a flat "wall" (as it only hits one point), and then calculate the new speed/direction. My only problem is that I'm not sure how to decide the angle of this flat "wall" and how x and y speeds should change when colliding with a wall that is angled. Does anyone here have any insight, links or tips on how I can du this?
What i need to know is how to calculate the direction and speed a circle has after colliding with a static (non-moving) circle. I know how to detect a collision between the two, but I'm not sure about the maths I need to give the circle the right speed and direction after the collision.If i do know how far away the two circle-points (in the middle of each) are to each other (in both x and y coords) would it be easy for me to find the new speed and direction of the large circle in the example above? I know that I somehow should use the angles to pretend the circle hits a flat "wall" (as it only hits one point), and then calculate the new speed/direction. My only problem is that I'm not sure how to decide the angle of this flat "wall" and how x and y speeds should change when colliding with a wall that is angled.
I`m working on a app that you can draw lines.....like circles, rectangles... my problem is when a user draw a circle for example....i wanna be able to paint (change color) inside of this circle. I`ve tried working on Shapes with cacheAsBitmap = true and Bitmaps with BitmapData but it doesn`t seens to work.