ActionScript 2.0 :: FMX - Trying To Create Lotto Draw
Apr 2, 2004
I have recently had the idea to create a lottery draw, the code below will create 7 randomly selected numbers and place these in the output window. My problem is how to use the 7 random numbers to display the corresponding lottoball on the stage. Should I create a movie for each lootoball or place all the lottoballs in 1 movie on seperate frames and have code goto each frame? I dont know!
pickfrom = new Array();
winlist = new Array();
all = 49;//49 lottoballs the choose from
shown = 7;//show 7 winners
for (i=0; i<all; i++) {
pickfrom[i] = i+1;
I'm trying to create a grid where the users can 'draw' across it and change the colors of the grid squares to a chosen color.In the following code, I'm creating the grid with squares. I've got the functionality 'working', but it's only working on the last square instanced.How do I get it to work on all the squares, not just the last one?
I'm starting to learn AS3, and a question comes to mind. Let's say I'm in the authoring environment and I draw a rectangle on the Stage, set some properties - fill color, etc. - and then convert to button symbol.
Question 1 - Is Flash creating AS code that records these actions (create an instance, set properties, etc.)?
Question 2 - If Flash is creating AS code, is there any way we can see that code?
I'd like to create a simple "prize draw" program that randomly selects a name (or number) from a list of names, I'd like it to be my own custom version. For a programmer this is probably the easiest thing but I'm new to programming (beginner), don't eve know if I'm in the right subcategory (flash).
I'd like to learn how to create classes. For instance, I'd like to create a class that draws a custom shape. Like an arrow that is just a rectangle with a triangle on the end. I'd like to be able to do this sort of thing:
I'm trying to create a simple flash that will draw the Mandelbrot set by looping through coordinates, sending those coordinates through iterations of the Mandelbrot function and drawing a line at those coordinates, who's color is dependent upon the amount of iterations taken. Here is that code:
ActionScript Code: var dot:Sprite = new Sprite() this.addChild(dot) for (var X:int = 0; X <= 500; X++) { //Iteration for horizontal
I am using the draw() method of the BitmapData to encode a jpeg of part of the image. Now this should be easy enough given the object I want to draw to the bitmap is on the stage at design time so I know its location and dimetions exactly! Heres the code I have in place.
Code: var myBitmapSource:BitmapData = new BitmapData ( street.width, street.height, false, 0x333333); myBitmapSource.draw(street, null, null, null, new Rectangle( 96, 5, 571, 450 ), true );
I know for a FACT that no part of the street clip I am drawing out is in negative space, and it's registration is (0,0). However, it cuts off A lot of the top of my image. y=5 in the above rectangle is where I need the top to be, but it cuts the top off of the image... even if I change it to 0, it has no effect.
I'm trying to do some lean blitting for an object that rotates by rotating it once at startup and capturing a BitmapData snapshot of each 5 degrees. The problem I'm having is that the draw() method of the BitmapData object is only picking up pixels in the MovieClip that are below and to the right of the registration point. If I change the MC so that the registration point is in the top left corner, I sometimes get what looks like most of the pixels, but the entire object rotates into and out of the frame, since it's rotating around the corner and not the center.
I need to be able to draw a thick patterend line between 2 points in AS3, I can't use the draw API because it doesn't all me to actually put detail (pattern etc) into the thickness of the line, I thought about perhaps using the line to create a bitmap version and then using that as a mask, but I remember many years ago seeing some examples that use a movieclip as a source for a line.
I am having an issue with using BitmapData.draw(stage). I am getting the following error:
SecurityError: Error #2123: Security sandbox violation: BitmapData.draw: file:///C|/Documents%20and%20Settings/bla...bla...bla.swf cannot access null. No policy files granted access. Here is a portion of my code:
var bd:BitmapData = new BitmapData(2800, 2100); bd.draw(stage);//this is where the error happens All of the files referenced (.xml/.jpg/.swf) are located in the same local folder as the main .swf. How do I get around this error? The main objective is to print the stage using PrintJob(). I am using Flash Professional CS5.5 and publishing to Flash 10.0/10.1. Let me know if I need to supply any more info.
i have a class thats create a class with bitmapData that merge 2 IBitmapDrawable. one of them is 24*20 while the other is 16*16.i want to draw the smaller first in a bitmapData object which its width and height are 24*20 but i want to draw it in the center of the big bounds.
How do I draw a line across the USA starting in San Francisco in frame 1, moving through Kansas City in frame 5, and then extending to New York in frame 10. By frame 10 I'd like to see the whole line, representing the whole journey I took in my car over summer vacation.
I can make a "dot" do this in flash (ie without leaving a line trailing behind it) but I don't know how to make the line "grow" across the USA over time.
I am wonder what tools or options I can use in order to have an object look like it is being drawn out while you watch a flash movie.So far all I can think if is draw it piece by piece over a few keyframes, but that could look choppy and take a lot of time.
i was just wondering if it is possible to draw a box with as ( that ive done) and then using as select it and convert it into a symbol enabling me to use it later on.the code for my box is[code]
why I can't draw over impoted images? I've animated something on paper and scanned in the frames. When I import them to flash it either deletes the line as soon as I draw it, or if I create a new layer the drawing stays in all frames, not just one.
I have a head drawn in Adobe Flash CS5. I've converted it to a symbol. I want to be able to draw a mouth, add a frame, erase the mouth (without erasing the head), and draw a new mouth, and repeat. However, when I convert the head to a symbol the mouths I draw ontop of it do not show up, and appear behind the head. I know converting the mouths into symbols will fix this, but that would take too long, defeating the purpose of what I'm trying to do.Is there any way to draw on a symbol?
Any way which allow me to draw an arbitrary line with the pencil tool for instance, and then tell to flash to use this path as a motion path for an object on the stage by creating a motion tween. I know that this can be achieved by classic tween, but I look for a way to achieve the same effect but by using the new animation model of motion tween.
I have a line series in a linechart and a slider that goes from 0 to 200. When I now move the slider, I want to have a dot appearing at the chart so when I move the slider to 150, there should be a dot where the x-coordinate of the chart is 150.
I am trying to create a "radar-like" control within our Flex application. See the following link for an example (sorry, small image...) [URL] This is my first foray into drawing with Flex. I would like to draw the main circles of the radar, the radar scanning shape, and circles/balls representing objects within the radar. These objects need to have the ability to be clicked on or hovered over so the user can get more information. I'm looking at Sprite's and Shapes, etc. but confused as which to use to create such a control.
I'm trying to draw exactly what my mouse does in a movieclip and it works great except when i release my mouse it continues to draw. I have a MOUSE_DOWN that points to a function that listens for MOUSE_MOVE...this works fine. Then I have a MOUSE_UP and when I'm releasing my mouse it is not stop drawing? Anyone know how to stop the drawing but also not clear everything I just drew?
i have drawn a gradient shape on the stage and i want to replicate it with code now.how the gradient looked on the stage.how do i spread it out more?, you can see on the picture that its wider than shape's height.and i am also guessing the angle...
Code: var upColor:uint = 0x9999cc; var downColor:uint = 0x000000;[code].....
I am making a simple drawing application, and i have come across a problem. Im not very good with trig at all so i got the code for drawing a circle and customised it and it goes a little dodgy. Could someone tell me why it is happening, and how i should fix it?