ActionScript 3.0 :: Clear A Certain Area In Graphics Object
Jul 3, 2009
I'm implementing a simple painting programm. Therefor I need something like a Graphics.clear() function, not for the whole Grahpics object, but for a small area only.I don't want to paint in white color instead, I just want to really clear the previously drawn lines and stuff.
I am making a Flash CS5 application in which the user draws transparent overlays on a Sprite placed on top of an image. The user needs to be able to erase his input as in MS Paint, Adobe Photoshop, or GIMP. Because the Sprite is on top of an image, there is no safe clear color I can think of to draw over the section that the user has just rubbed his eraser over
I'm working on a game whose background has many layers that each scroll at different speeds.
Inside each layer I have a Sprite, I've started using graphics.beginBitmapFill, but what I've found is that the graphics.clear() function doesn't actually clear the contents set by the previous call to graphics.begin.BitmapFill. Each frame, I adjust the matrix to shift the layer as needed. Then, I call graphics.clear() and graphics.beginBitmapFill() with the adjusted matrix. Since my layers have alphas in the bitmap, I can see the contents that was drawn the previous frame.
i have a movieClip. On it i draw a few rundedRects, when i resize the window i use graphics.clear to remove it, and then reDraw the Rects. Will this result in memory leakages? or will flash reuse the memory address as long as i draw on the same sprite?
I am drawing an animated angled line. The line follows a (senocular) path and updates using TweenMax. The line draws in and then 'retreats' out again. When the line retreats, I am left with 'chips' from the line graphic - even though I have used sprite.graphics.clear().
An example is will be clearer so I have uploaded one here:[URL]Allow the grey line to draw in and the red button to appear. Roll over and out the red button and you should see the small triangle artefacts from the highlighting left behind on the angle.I created a simplified?! version of the code in the hope that someone can point out an error:
EDIT: If I change the JointStyle to MITER in lineStyle, that fixes it but I am non the wiser and would prefer to use ROUND. END EDIT
I am trying to delete a single line using graphics.clear() method but it clears all the instance of lines created by lineTo() method. I want to remove a single line upon click from bunch of its multiple instance.
I have a movie clip named circle_mc(see the image on the link below) and a mask object(movie clip) which determines visible area of the circle. User can change the portion which is visible (extend the red area and make it red+blue, gray area is invisible). I need to find proportion of visible area to invisible area (red+blue/gray) so that I can calculate angle.
How do I clear a filter after having applied it to an object. In particular, I'm bluring an object while animating it but want to clear the blur once it's hit the destination mark.[code]
I have problem with clearing memory in my game because of eventListeners, garbage collector not clear my objects with events, because events points them when objects are removed from scene. Is there any way to clear events connected to object and his childs? (game create a lot of objects and put diferent listeners if necessary, but because there are also libraries which are created by other programmers I cant just make list of events to clear) Even clar whole scene will be sutable for me if it will destroy all events, because its big problem and game close to beta -.- the only thing I cant do is close flash window
Is there anyway I can effectively call the equiv. of setText on a Flex Graphics object ?Specifically I'm using a custom cell renderer to display data in a datagrid. The renderer uses the Graphics object to set the background colour of only a portion of the cell (say the left half) based upon the underlying data. I would like to be able to have text over only that portion of the cell which has the background colour (eg centred within the left half). I know all the widths (of both the cell itself and the graphics object) but I don't know how I can set text (centred) over the graphics object.
Is there anyway I can effectively call the equiv. of setText on a Flex Graphics object ?
Specifically I'm using a custom cell renderer to display data in a datagrid. The renderer uses the Graphics object to set the background colour of only a portion of the cell (say the left half) based upon the underlying data. I would like to be able to have text over only that portion of the cell which has the background colour (eg centred within the left half).
I know all the widths (of both the cell itself and the graphics object) but I don't know how I can set text (centred) over the graphics object.
Lets say I have a customMovieClip. I sometimes draw an ellipse with customMovieClip.graphics and sometimes a rectangle. Now I want to know what was the shape ( ellipse/rect) that was created using a particular graphics object. Doing this would enable me to pinpoint what exactly to do with that customMovieClip() instance.
I have a Sprite in which I have drawn a circle with a fill. Later on, I wish to modify the color of this circle. I have retrieved the Graphics object from the Sprite using getChildAt(), and have tried:
getChildAt(i).graphics.beginFill(0x550000);
however this does not work. I've RTFM'd but can't figure out exactly how to deal with the Graphics object.
I am trying to create a custom object which will display particular graphics at a particular time (when the movie tells the object to show something). Well I made my object (the way I thought it would work) and I encountered a problem when I called graphics functions from the main movie.
I made a very stripped down version of the same object to test and see what was going wrong. Apparently, I can call "Draw()" directly from inside the constructor and it will use the draw methods, but I cannot call it from the movie (like in the script below) and I can't call it from another function in the object if that function is not called during the constructor.
The question is... am I doing this right? The simple version of my end goal would be to create this object and have a function that I can call in the object something like "DrawImage(imagePath:String)" and it will use the graphics to draw the image.
In the movie: ----------------------------------------------
Lets say I have a customMovieClip. I sometimes draw an ellipse with customMovieClip.graphics and sometimes a rectangle. Now I want to know what was the shape ( ellipse/rect) that was created using a particular graphics object. Doing this would enable me to pinpoint what exactly to do with that customMovieClip() instance.
I have a complex graphics data on a sprite or a shape (no matter which is exactly). But I want to draw shadow (inner too) for one Rect ( [10, 10, 240, 25] for example) or another path.
A simple moveTo(x, y) call before beginBitmapFill does not work :/ Neither does changing the x and y value of drawRect... (That just seems to have the same effect as an translation with the matrix...) Additionally I don't want do draw that thing in a separate Graphics-Object and add that one into the other...
The program has a background image over which these lines are drawn.The problem which I am facing is that the image overshadows the lines and the lines are not visible to the user.Since these lines do not have an id, I am not sure as to how I can assign a depth to them?
Is there a way to determine the current position of the pen in a graphics display object. Something similar to what is discussed in this thread but for AS3?
I'm trying to understand how the Flex framework draws objects (Button, Label, Image, etc.). The Button class seems to draw itself by addChild()ing its ProgrammaticSkin. However, where in the framework is the Graphics object being passed around in the hierarchy to achieve the drawing. I want to get to the level of 2D API.
I am wondering if it is possible to get the data that is stored in a shape/graphics object in flash using actionscript 3?
In my project I would like to be able to draw a shape and then read all the points in that shape into my script. The reason for that is that I need go generate lines from those points that I later can use to check if my characters velocity intersects with any of them.