ActionScript 2.0 :: Draw A Pixelprecise Line From One Point To Another
Feb 15, 2010
I wish to draw a (hair-)line, from one point to another. The drawing-api at [URL] gives a nice explanation, but flash is slightly off. The lineTo statement draws a line towards the specified point, not to. It's probably a matter of opinion, but I'm fairly confident that we all agree that drawing a line from (1,1) to (5,1) should result in a line 5 pixel long. That's how we've all learned it when we were young, that how other programming languages do it, etc. (One could state that 'going to school' doesn't mean you actually enter the building , but that's just avoiding the issue) But not Flash. Drawing this line results in a line of only 4 pixels long, the line stops at coordinates (4,1). I can see the benefits in this when drawing (transparent) connected lines and closed shapes, but it has it's drawback when creating single lines.
I'm probably not the first one to run into this problem. Maybe it's just a setting somewhere? How do I get flash to draw a line to the exact point I specify? Preferably without having to analyze the direction of the line and moving the destination coordinates one pixel further.
I am trying to make an animation where there are several locations(say A,B,C,D,......) made on a map. If a person clicks on one location A and then another location B, I wanted to draw a dotted line from point A (from destination of the plane) to point B (to destination of the plane) using AS3.
I have a motion tween right now with a moving point that is following a copied and pasted motion path. Is there a quick way to have the point draw a line behind it as it moves along the motion path??? I can't seem to find a good way to do it in AS3.
I am very new to actionscript 3.0 & currently i have a project to do that required actionscript. ActionScript Code: package{ //package import flash.display.Sprite;// for sprite, to prevent 1046 error code import flash.events.MouseEvent; //for mouseEvent, to prevent 1046 error code import flash.display.Shape; //for shape, to prevent 1046 error code public class gridDrawLineTesting extends Sprite //for mouseX mouseY [Code] .....
This is the code that I have found from various web and paste it into one. I want to draw straight line & snap to that point at the same time. My problem is when I click at 2nd point, there is a 'extra' line at (0,0) joining towards my 2nd corrdinate point. I want to get rid of that 'extra' line.
This should be a bit of simple geometry: How do I calculate the points to draw the lines in the code below so that it makes a 2D cone or wedge shape?
import flash.geom.Point;
//draw circle var mc=new Sprite()[code]...........
UPDATE:I should have mentioned my aim is not to draw a wedge shape, but to draw a line from a random point to the edge of an existing circle.If you're more comfortable with algebra than actionscript,
I am using AS2 with Flash 8 Professional So, my problem is that I currently have a man in the middle of the screen, who shoots a line towards the mouse when I click. However, when I use hitTest to see if the line collides with another object, Flash recognizes the line as a large box if it is diagonal, so the hitTest isn't very accurate. The line only satys there for one frame, so I can't have the usual moving-bullet-style. I am either looking for a way to create an imaginary line with AS from the starting point to the mouse and beyond, and tell whether or not this line intersects with an object... or some other way that I haven't thought of to fix my problem. Keep in mind that the line rotates from a center point towards anywhere around it for 360 degrees.
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'm trying to produce a game that on mouse down a dotted line (or just a line) gets dragged out following the mouse until it is realized then it disappears.
Lets say I have two objects, and I want to use action script to draw a line connecting them, which will update automatically as they are moved/ dragged.Can anyone show me how to do that, and also how to control line's parameters like colour, weight etc?
I want to create a line tool exactly like flash line tool. But the code that I am using shows the line when we release the mouse button. How can I show the lines while it is drawing[code]...
I'm making a very simple game that lets you draw a curve by hand (using lineTo to the mouse position on mousemove) but now, I need to check wether the line intersects wiith another part of the same line (e.g. a loop)
I first used an onrollover command, and that worked, but not always because the mouse moved too fast (same with hittest with mouse). Then I pre-drawed the line in another mc, used hittest on it, and if it wasn't intersecting, draw it in the real mc. But that didn't work because it used the bounds to test. I guess the best way is to use some mathematical formula, but that would mean I have to save all my coordinates in an array..
I am developing a white board application which allows the user to draw line with arrow head (some like Microsoft Word line with arrow feature). I am using graphics property along with lineTo() method to draw a line. Now i have to draw a angular arrow on the last point of line. I am drawing the arrow by connecting the points around last points. As 360 line can pass through this point and each line can have a different angle of arrow.
how I draw a line through a path line? An example I have a movieClip that is a pencil and it is moving through a path line, now I want to draw the line that the pencil draw.
I've got a bunch of text that I need drawn on a bitmapdata. I was wondering if there was a way to draw them at certain spots on that bitmapdata WITHOUT creating individual bitmapdatas for each of the pieces of text.
We have values generator that outputs someting like FF00FF5F. We have some coordinates like 50, 300. We want to draw on stage. (I mean we opened new .fla doc in flash, pressed f9 and started coding, sorry - I am new to flash)
I want to create a line tool exactly like flash line tool. But the code that I am using shows the line when we release the mouse button. How can I show the lines while it is drawing
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.
we have values generator that outputs someting like FF00FF5F. We have some coordinates like 50, 300, 10. We want to draw a point in 3d on stage. Not using PV3d or anething like that. thay say there is going to be no default z sorting but I can live with that...
I have a movieclip on stage that I draw into a bitmap, how do I change the registration point, the code below produces bitmap with half chopped off:
var bitmapData:BitmapData = new BitmapData(mc.width, mc.height, true, 0x00FFFFFF); var matrix:Matrix = new Matrix(); matrix.translate(0, -mc.height/2);
I didn't know where this should go; I thought this was the best place. In Actionscript 2.0 I'm trying to draw the shelf of a closet (wall-to-wall) but I don't know how to.
I'm attempting to make a curve drawing tool a bit easier to use.Rather than drawing a basic curve and then clicking on the control point to change it, I would like the user to be able to click on the curve itself to change it, much as you do in the FlashIDE.So, given start and end points, and a point on the curve, how do you determine the control point for use with the MX API?(I googled this, but found mostly info on cubic rather than quadratic curves)
I'm attempting to make a curve drawing tool a bit easier to use. Rather than drawing a basic curve and then clicking on the control point to change it, I would like the user to be able to click on the curve itself to change it, much as you do in the FlashIDE.
So, given start and end points, and a point on the curve, how do you determine the control point for use with the MX API?
I need to have 2 kinds of masks, one with a registration point in the top left so that when I tween its height it expands downwards, and one with a registration point in the bottom left so that when I tween its height it expands upwards?how do i do that, with code ofcourse?i have made something but i dont know if its the right way:(this expands downwards, but i dont know how to get it to expand upwards)
Code: import gs.TweenLite; var subMask:Shape = new Shape();