ActionScript 3.0 :: Drawing Arc Of Circle And Adding Alpha
Jun 5, 2010
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.
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'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.
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.
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 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.
I'm looking for the most efficient possible way of drawing an 8 x 4 grid (960x600 total size). Each square of the grid has a variable alpha and the grid is redrawn every enter frame. The problem is my application is doing a lot already and I'm looking for the most efficient way to execute this loop 32 times (possible more in fact) per frame without overloading processor.
Code: private function init():void { var dimensions : Array = [ 0, 0, 960, 600 ]; var gridRaw : Array = [ 8, 4 ]; var stageRect : Rectangle = new Rectangle( Number( dimensions[0] ), Number( dimensions[1] ), Number( dimensions[2] ), Number( dimensions[3] ) ); [Code] .....
I'm under the impression there could be better ways of drawing the shapes straight to BitmapData without using Sprites, or maybe I'm doing something wrong about memory usage as I can see memory going up and down in a cycle.
I have this quickBox2d code to add a cricle to the stage: var ball:QuickObject = sim.addCircle( {skin:skinMc, x:10, y:10, radius:3, density:0 } );
The skinMc contains animations so I want to be able to refer to it like this: skinMc.gotoAndPlay(5); but it says Type Coercion failed: cannot convert skinMc$ to flash.display.MovieClip. ball.gotoAndPlay(5); doesn't work either since it's a QuickObject, not an mc...
I feel like I am not 'getting' something very simple here:I have a bit of AS3 which uses a loop to draw X number of circles which are placed as data points on a 2-dimensional line graph:
Code: var circleSize:uint = 10; var line:Shape = new Shape();
A number of circles (a.b,c etc.) drawn on the circumference of a circle X.
When + button is clicked, a new circle is added on the circumference which makes thar circle X expand. When a circle 'a' is drag and dropped to a garbage image, circle 'a' gets deleted making the circle X shrink in size.
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 have two sprites with a yellow ring around them, of alpha 0.4. The sprites move around, and when they come in contact with each other, the overlapping portions of the rings gets darker (I guess its alpha 0.8?). Is there a way to prevent this? I would like the overlapping parts to look the same as the rest, ie, alpha 0.4.
As the heading dictates, i want to place bitmap files on the faces of the 3D object that i have created.Basically i found this tutorial code on a 3D rotating cube that is able to be rotated by the mouse. I have modified it to change its shape from a cube to a 'plane' or rectangular style object.
Code: var vertsArray:Array = []; var facesArray:Array = [];
I've made most of my application now, which allows the user to draw on a canvas, I'm just not sure on how I would go about creating a button which allows the user to switch to an eraser, or what code I would even use?
I have embedded a font type in my application. Its working fine inside a text area. Now i need to add 60% transparency to it. In fact I need multiple transparency levels. Like -
I have this FLV movie file that's got a premultiplied alpha channel and I want to insert it into a webpage to play as an animation, I imported it into flash and that's where I'm a bit lost as to how to make it appear transparent
The video looks to be inverted so background is black and the animation is white so if I try to publish it like that it just stays the same so it doesn't look right
I have embedded a font type in my application. Its working fine inside a text area. Now i need to add 60% transparency to it. In fact I need multiple transparency levels.
I'm trying to make annotations on an image. I want to store all these annotations into a collection so that I can later remove or edit particular note(annotation).I'm creating a UIComponent instance for example markUp and doing
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.