ActionScript 2.0 :: Find The Points In Line (Math)
Feb 3, 2005
i'm trouble to find a points in a line Actually i want to make some footsteps in a sand. The footsteps are dhynamically placed on the stage. How to find the points in a dioganal.
find a points in a line Actually i want to make some footsteps in a sand. The footsteps are dhynamically placed on the stage. How to find the points in a dioganal. see the image
So, right now when I want to find the distance between two points, I go: dist = Math.sqrt((this_x-that_x)*(this_x-that_x)+(this_y-that_y)*(this_y-that_y)) BLECH! I don't want to do that every time. So I want to make a nice little function that I can apply to an object. Problem is, I don't know how to do this. Is it possible to end up with something as easy as: Math.dist(thisclipname, thatclipname)? How do you guys set up functions that do bulky math and return nice clean numbers?
I have a line that is drawn using the draw api. I need to find points on the line when given the x value, how would I do this. I know on the bezier segment I can just user the yForX() and get the value but not sure how to with just a straight line.
I have been tasked with trying to create a drawing tool that draws dotted lines as you drag the mouse across the stage. I can easily capture the points on MouseEvent.MOUSE_MOVE and store them in a vector and then draw the points as dots:
The problem is that I need to calculate evenly distributed points on an ever growing Vector of points so I can only draw the line between say every 5th point (say using modulus). I have been battling away with Bezier curve equations both Quadratic and Cubic but still can't quite figure out how to convert my Vector of points into an evenly distributed Vector of Points without sucking the life from the CPU.
I'm in the process of teaching myself the components of the CS4 Design Premium package using the Adobe Classroom in a Book series. I'm currently going through the Flash CIAB and i've started using the pen tool. The task involves creating a wave like design across the stage. Whilst this in itself is simple, the final instruction is to click on the first anchor point to close the shape. In the illustration, the closed shape seems to automatically extend around the stage, however when I click on the first anchor point, the line automatically connects between the two points in a straight line.
Am I doing something wrong? The next step is to fill this area, but with the straight line effect that I am getting, this becomes impossible. I should point out that the instruction states that the pen tool line should extend off the stage. I have done this, but even then on clicking on the first anchor point the shape is closed incorrectly.
I have a series of variables created that store the distances between two points. I need to find the shortest distance between the two points so I'm storing the results in an array, then sorting the array to show me the smallest number which is the shortest distance. But the problem I have is that I don't need the number I need the variable in the calculation that relates to that number. Make any sense? So if the equation (herexPos - column3Begin) produces the smallest number I need to be able to reference column3Begin after I've sorted the array.
I have a for loop that arranges icons in rows, and I want 6 icons per row. The number of icons is variable. So I was thinking that if I can find out how to test if a number is a perfect multiple of 6 (or 7, I suppose), I could then add a line in the loop that changes the _y value of the thumb to a higher number and resets the _x value to 0, thereby creating a new line. how do you test to see if a number is round?
im trying to create an image gallery where i place my images randomly over the stage but i want to place the images in the next most empty spot over the stage, for example if all the images somehow have been placed at the right of the stage i want to use math to detect that and find the empty left position .
Im sure there is a math formula to do it , will somebody knows the name for it ? or a link ?
i found this but uses hitTest and thats not efficient and it doesnt finds the big empty spot: [URL]
I'm using the TouchEvent listener rather than the TransformGestureEvent listener because the TransformGestureEvent listener's built in gestures (particularly zoom) seem to be extremely slow and poorly thought out. So I'm dealing with raw touch data and I need to find the number of current touchpoints. Is there a method that returns the number of touchpoints currently on the screen?
I installed a Flash template that has a "Read More" button which is used in several locations of the site. The button corresponds to a single symbol called "button_more" and another symbol within that symbol called "area_more". It's a "Movie Clip" type of symbol, not a "Button" type symbol.
What I'm trying to figure out is where would I find the link to the page where that button points to - it points to different pages of the site depending on where it's located. For example, in the About Us section it links to a page that has more details describing About Us. In the Services section it links to a page that has more details describing Services. So the same symbol is going to different links.
I checked the Properties of the symbol and it doesn't have any option for a link. (I guess it's not really going to a link, but to a different frame in the timeline) But where would I find exactly where each button points to in case I want to edit one of them in the future, or create a new button with a new link?
This code calculates the distance between 2 points by using distance formula, Math.sqrt ( (x1 - x2)^2 + (y1 - y2) ^2). My first point has mmx and mmy coordination and second one has ox and oy coordination. My question is simple, is there any FASTER way for calculate this?
I want to create line between 2 points ...such tht the line will start when i click the point A then i will drag the line by holding it to point B and i will join the line to point B by clickin on point B (somethin like the pen tool) ..then line will then be joined between the points ...
I have a component (link to Test class) which contain one line in it, and I put one point of this line to (0, 0).
Then drag it to Flash(fla), and get its Shape in AS3 like:
// in Test.as // assume that the movie clip only contain one line. var line:Shape = Shape(getChildAt(0));
And I can get one point of this line which is x and y of var line. But how to get another point of this line?
Edit: Ignore component stuff above, here has another question but I guess it pretty much the same as the question above:
Draw a line from (0, 0) to (10, 10) and draw another line from (10, 0) to (0, 10), how to get those lines of two-point form in AS3?
If I access them as Shape then I get two similar shapes which have same x, y, width and height values. Does AS3 has some way to access line as a REAL line not just a shape? or does it has any way I can calculate it out?
I have a time line of 500 points. On a timeline that wraps around how do I find if the shortest distance between two points is to go forward or backward? Example,I'm on frame 30, the target frame is 100 and the total frames are 500. I know that going it will take 70 frames to get to 100 going forward and 430 to go in reverse but I don't know the codes to figure this out. I'm using ActionScript but I think I would understand the codes if it were written in other professional languages like JavaScript.
I'm using Flash 8 and AS2 I am attempting to make some code that checks whether or not a line that rotates around the screen is hitting a movie clip. Here is my code (with comments explaining it):
Closed path made with pen tool in Flash MX comprises of line segments & curved segments both.While adding anchor points on segments it is noticed that pen tool adds anchor points on curvaceous segments but not on line segments. Why is it so ? Is their any way to accomlish this task ?
I am trying to draw a continuous curved line in flash. There are many methods but none of the ones I have found so far quite fit my requirements. First of all, I want to use the flash graphic api's curveTo() method. I DO NOT want to simulate a curve with hundreds of calls to lineTo() per curved line segment. It is my experience and understanding that line segments are processor heavy. Flash's quadratic bezier curve should take less CPU power. [code]...
this is the thing: Using "lineTo" i get a line drawn on stage when dragging a mc. Then i should have four mc (note1, note2, note3, note4) added randomly over this line. I mean, the line is drawn and then over some parts of this line, using x and y of some of the points drawn there, this movie clips should be added randomly. I can make the mc appear randomly, but always in the same point (mouseX, mouseY); i cannot access others x and y of the drawn line. This is my code (noteContainer is a sprite):
Code: private function drawingAPI(event:MouseEvent):void{ sprite1.graphics.lineTo(mouseX, mouseY); }
I think it would be cool if the line started out as flat (i.e., y=_height/2 for all points) and then the y points of the line animate into place.I don't even know where to start with doing this in TweenMax/Lite... I've seen several code snippets that draw a line from left to right, but that's not what I want.
Is there someone who is good at trigonometry? I have two points punkt1 and punkt2 and a line that is drawn between them. Both points is dragable. I want the line to continue after the points in both directions and with the same steep. I have counted the steep between point1 and point2 and tried to continue to drag to a point with the same steep, but it doesnt succed.
I am trying to implement contour lines in ActionScript using Conrec. I have looked at both the java and javascript implementation and am still stuck.URL...Conrec will take grid data and assemble continuous contour lines. The problem is that it does not necessarily draw those lines in a continuous fashion. For example, it will draw A->B and then C->B and then C->D instead of A, B, C, D, etc.The javascript implementation seems to be accounting for this and serializing the instructions into an array of draw points. Which is what I too want to accomplish in the end. That is it takes the instructions from the core Conrec logic (eg: A->B, C->B, C->D, etc) and organizes it into an A, B, C, D series. I think it will also return the series as a multi-dimensional array to accommodate broken lines (eg: [[A, B, C, D], [E, F, G]]). This last functionality is what I need to do in Actionscript.This last part is where I am stuck. Ignore Conrec for now (I have given up on finding an Actionscript implementation), how can I organize these instructions into a collection of serial points? When Conrec gives me "draw point from X->Y" how can I first check if X or Y are already in a series and append either X or Y (whichever is not in the series) into the series? AND if neither are in the series, start a NEW series with X, Y as the starting set. Then check subsequent instructions against all existing series and connect series if they now start and stop on the same point? Also, I need to be able to allow for a series to close itself (eg: A, B, C, A) -- a loop (is that even possible?!).
I'm not sure if there is a technical term for what I want to do beyond "concatenation". I also hope someone out there has done this with Conrec and can give me some pointers.In the meantime, I am going to continue to plug away at this and see if I can come up with something but I am not confident in my abilities.If you know another way to draw contour lines from grid data, I am open to alternatives. But I have to be able to implement it in Actionscript.
The graphics object I am using has it's alpha value set to 0.1.
When these points are plotted iteratively, and the line being drawn overlaps another line drawn earlier, there is no visible change in the colour at the intersection.
If I draw the line differently, not using an array of points, the alpha is not ignored.
ActionScript Code: public function render(e:Event):void { if (segmentsCollection.length > 0)
[Code].....
This all occurs on each ENTER_FRAME event until the array is emptied.
I have tried loads of options but the alpha is always ignored.
The problem is about the regular expression, how can I find this whole line by regular expression?
I am using the RegExp from ActionScript3
The main challenges are:
The <%@ %> instruction may contains another <%$ %> instruction in its attribute, just like the one above The <%@ %> instruction may have a line break in it, just like the following.
To make this easy, lets say I have a movie clip with a diagonal line in it (top left to bottom right).
I want to start my y position at 0, and place it in a loop and increase y by 5 every time. So we start at the top left of the clip, and move to the bottom of the clip.
Now since we have our y value (0, 5, 10, etc.) would you get the x position of the line? such as (x, y): 5, 10