ActionScript 3.0 :: Drawing Rectangle X Y Position?
May 18, 2009
public function onMouseDownHandler(e:MouseEvent) {
//trace("mouse down clicked!");
[Code]....
I am drawing a rectangle with the above code in as3 inside a area. Problem is that, when i try to acees the drawn rectangle x and y position it is showing 0,0. if i drag the drawn rectangle and try to access the x and y position then also it is calculating from the 0,0 position. first time when i draw the rectangle it is drawing well by dragging the mouse but why the x and y axis is 0,0; if i try to set the x and y position manually then when i try to draw by dragging , it is not drawing relative with the mouse.
I would like to have an invisible drop target so I can dropand item and have it go to another part of the training. However,if I create a rectangle as a sprite and don't fill it in, itdoesn't recognize it as an area apparently because nothing happenswithout a fill color. I tried just a regular rectangle, shape, etc.
I'm trying to draw a rectangle with my mouse using actionscript. I found a script online for elispes. I used that and it worked just fine. But when I change it to a rectangle, it doesn't work.
Code: var color:Number; stage.addEventListener(MouseEvent.MOUSE_DOWN, startDrawing); stage.addEventListener(MouseEvent.MOUSE_UP, stopDrawing);
I'm trying to create a rectangular mask - located at x:0, y:173 (1 pixel high ) - that will be stretched (_yscale) to the bottom of the image using the Flash Tween Class. Trouble is, the entire rectangle moves as if if were using "_y" instead of "_yscale". Tweening "_height" doesn't work any better. Can someone spot the problem with this file? If you comment out this line
var mask_tween:Object = new Tween(maskClip, "_yscale", Strong.easeOut, 0, 100, 1, true);
then you will see the correct placement of the mask rectangle. It just doesn't tween/scale properly.
I have two options and I want to know whats faster. I have a pool of 1000 sprites objects in as3 on screen. When its needed each sprite has to resize itself. I can 1- Make each sprite a simple container to use graphics to draw a rectangle, that is, call a 'spriteInstance.graphics.' ,draw the rectangle and on each 'refresh', I do graphics.clear and redraw the rectangle but with the new size, this for each sprite. or 2- Create each sprite with a border and on each refresh, resize it Whats better?
I have a button that when clicked is supposed to draw a rectangle behind my mask layer but when I try to run it I get this error: 1067: Implicit coercion of a value of type Class to an unrelated type flash.display:BitmapData.
Here is the related ActionScript Code: fabric_mc.phoenixFab.addEvenetListener(MouseEvent.CLICK, changeFabric); function changeFabric(event:MouseEvent):void{ this.graphics.beginBitmapFill(phoenixFabric); this.graphics.drawRect(181, 46, 319, 319); this.graphics.endFill }
I've seen a few tutorials on this site that discuss the Drawing API, What I'm wanting to do is draw a rounded rectangle at runtime to a particular size.I initially tried resizing an already-created rectangle, but as the movie clip resized, the radius on the corners got distorted.
I want to draw a rectangle (1px border, no fill) and then scale it using ActionScript. If I scale the movieclip, obviously the border scales as well. Is there any way to scale a dynamically created shape in ActionScript?
I want to draw a rectangle (1px border, no fill) and then scale it using ActionScript. If I scale the movieclip, obviously the border scales as well. Is there any way to scale a dynamically created shape in ActionScript?
I have a line within a rectangle.The line can draw outwards 360 degrees.I need to determine which of the rectangle's 4 sides the line is drawing out of.
I am drawing a rectangle at 0,0 with a line-style-thickness of 4px. It has height 100% and width 50%. The right-hand edge has a border 4px wide, but all 3 other sides are only 2px, suggesting the mid-point of the edge is classed as the border. Why isn't the edge drawn 'inside' the rectangle?
I need to to incorporate a functionality where the user can use his mouse to draw a rectangle by dragging his mouse over the canvas - much like the Rectangle Drawing Tool in the Flash Authoring environment. The requirement is something like a rubberband tool where the user can define a portion of a map by drawing a rectangle over it. The coordinates needs to be captured.
If I draw a rectangle or trapezium, how might I go about drawing bitmap data into that shape? I need to give a slight perspective to a loaded photo. Native 3D rotations seem to leave the bitmap really blurry, and a full 3D engine is too heavy for this project.
I need to to incorporate a functionality where the user can use his mouse to draw a rectangle by dragging his mouse over the canvas - much like the Rectangle Drawing Tool in the Flash Authoring environment. The requirement is something like a rubberband tool where the user can define a portion of a map by drawing a rectangle over it. The coordinates needs to be captured. Can anyone help me with the actionscript.
i'm in the middle of attempting to write my own collision detection algorithm because the built in 'hitTestObject' function seems to be incredibly inaccurate (it's registering 'hits' when the objects are still a considerable distance from each other).I need to be able to calculate the position of each of the 4 corners of a rectangle, based on its rotation. Obviously one of the corners will simply be the rectangle's x and y coordinates. I have made a little test program to make sure I am calculating the positions of the corners accurately - it works when the rectangle is rotated to 0, 90, 180 and 270 degrees, but produces strange results for any other angles.[code]
I have a problem with stage resize.I have a small rectangle on the right bottom of my stage. When I resize the stage, I want my rectangle keep its size (no scale) and position ( always on the right bottom of the stage). Here is my code:
I have created a function to plot a number of points (values retrieved from dynamic XML and stored into an array). Every minute the function is called.Although I have hardcoded the x value of the plot, the plot data is not refreshed but added to the current existing plot. I have used the addChild and removeChild but it doesn't change at all.
Here is an extract of the code :
ActionScript Code: private function drawCoordinate():void { clearing(); removeChild (drawCoordArea);
For those of you still with me, I am tasked with making some scrollable content in Flash. Load in a TextFile using LoadURL(), then display it. To get the text, we've written our own class TextFieldExtended, which is basically just there to give the textfile location to the constructor and then have the class do the various steps of getting it and loading it for you.So I needed to get a Scrollbar, which I got hereThe thing is, it works with Sprites.After trying to get it to accept TextFieldExtended, I bumped into a block, since the scrollbar relied heavily on a Sprite property that TextFieldExtended didn't have or could have.
So I tried adding the TextFieldExtended instance to a Sprite instance using addchild.A problem occurs here that I do not know how to handle. It seems that a Rectangle is drawn and the Text is drawn on that. I say this because the scrollbar moves the Rectangle up and down a bit, but the text doesn't scroll, just the Rectangle it is positioned in and the text then moves along with it.My question: can this be fixed, or is does this implementation of scrollbars need a lot of adaptations before this is possible?
I draw a rectangle i should see a little bold circle to indicate a perfect rectangle, I seemed to lost mine, can somebody please tell me how to get it back!
I am trying to convert a rectangle(actually multiple rectangles) to a curved rectangle. I think it should be pretty easy but I guess i am stupid. Basically I would have a start position and stop position (many of these), and they would be converted to curved rectangles and follow in a cicrle around.
I would like to create a rectangle inside of a rectangle, starting approximately 15% inward from the right side of the other rectangle.
I know how to create rectangles with:
Code: var newHotRect:MovieClip = new MovieClip(); newHotRect.graphics.beginFill(0x00FF00); newHotRect.graphics.drawRect(0, 0, 100, 100); addChild(newHotRect);
But how would I make another rectangle on top of that (the black one pictured) that is approximately 15% from the right?
I toyed around with .right, and .bottomright with no success. Can anyone lead me in the right direction? or even finding the x and y of the upper right or bottom right side of a rectangle?
how to respond when a rectangle hits another rectangle? I already know how to detect the collision, I just don't know how to respond to it. I'm just trying making a simple side-scrolling platform game where I have platforms I can walk on and bump against on all sides. I have searched everywhere and just can't find the tutorials I'm looking for.
Basically I've got a reasonably complex drawing object in a fla and I want to reproduce it in a class definition using the drawing api. However obviously this is a tedious task, so is there some trick or automated method of doing this?
Last time I needed to do this it was a drawing of an arrow and I ended up writing down x,y,width,height values for everything but this one has curves in it which I don't have experience with drawing anyway.
I cannot get this to work. Without the "var drawing", "var drawing being true or false" and the "if statement", it works fine. But I need to add the "var drawing" so that you can only draw if you turn it on by pressing the "draw_btn" button. Note, I do not get an error, the script "apparently" contains no errors. Here is the code:
ActionScript Code: var drawing = false _root.createEmptyMovieClip("myLine", 0);
I've created a drawing tool which allows the user to draw on the canvas, the problem is that if I try to draw over a movieclip nothing happens. Is there a way I can allow for the user to draw over movieclips? For example if I had a background of paper?
Here's the code I'm using for it:
// This code is for drawing the lines on the page //1. var drawingLine:MovieClip = new MovieClip(); addChildAt(drawingLine,0);
I need to draw on stage about 40,000 4x4 squares each a different color. The color is determined by an xml file. I have this working in as2 and have converted it to as3 the problem is the amount of time it takes to draw is causing cs4 to time out. I have extended the script time out to 60 seconds. In cs3 as2 it would draw the squares in about 15 seconds. I was hoping as3 cs4 would improve performance but seems to be the opposite. I have tried several methods such as adding children and various drawing variations. the bellow seems to work the best, but is still causing flash to crash.
I added a Menu_mc on my stage. Initially, this should be at the center of the stage and when I click on it, it will tween on the upper left corner of the browser. However, when I resize the browser, the Menu_mc goes back to the center of the screen.
I have tried separating a different actionscript file where it is specifically for initialization of the object and another one for resizing. And then when I call it on my main AS file it goes like this:
Code: // Add the symbols to stage var Menu_mc = new Menu_MC(); addChild(Menu_mc);