ActionScript 3.0 :: Check If Drawn Shape Is Circle?
Aug 15, 2010
Let's say i have a simple app where on mouse move user draws a shape. What i am trying to accomplish is to detect if drawn shape is circle so was wondering what would be the best or easier way to do that?
I believe i should do some math based on every drawn point X,Y coordinates but i need a push in right direction from more experienced people around.
I am trying to dynamically draw a circle and fill it up with some color. Drawing a circle is pretty easy job for me, but fill it up with some color seems not happening today.
PHP Code: Circle function starts function fnDrawArc(mc,x,y,r,angle){ mc.beginFill(0xFF0000); // this is not working.... mc.moveTo(x+r,y); for(i=1;i<=angle;i++){ [Code] .....
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();
I'm working on a project for a client, they want a simple drawing api which requests the user to draw a circle, or a shape on screen. The circle is then analyzed and a Score/Percentage of correction is returned. The drawing I have covered, how to assess the drawn circle against a perfect circle?
My first idea was to put invisible trigger points around the circumference of the shape and check for hit tests when the user is drawing. Another would be to track the dimensions of the left, right, top and bottom most bounding box and then find the radius, or something to that effect.
I draw a shape with the pen tool in Flash CS4. I made sure the shape was closed. But, I cannot fill the shape no matter what. Paint bucket tool does not work. Whatever I do, I get the red diagonal line on the fill color. I can fill a shape with the rectangle or oval tools but not the pen tool.
I am having a problem getting color value of MovieClip's color on stage. This movie clip contains simple colored square drawn by Rectangle Tool.[code]...
I am currently looking to see what the bounding are for the start drag method. And by the looks of it the bounding is set by passing the rect() object to the dragUpdater/ constructor. My question then is can you pass a custom drawn shape like a curve or what ever? By the looks of it you can not as specified by the adobe reference doc. startDrag()method public function startDrag(lockCenter:Boolean = false, bounds:Rectangle = null):void So from this I would conclude that to have a custom drag path one would have to create a custom class.
How I might use actionscript to place say 100 small MC's on the stage in a circle? I assume I would need some sort of trigonometric function, but my math skills are a bit rusty...
There are two Sprite's hit tests, one check the object (and have no precision on the curves) and the other check a specified (x, y) point. But, having curves drawn using Graphics.curveTo(), how do I check if 2 drawn curves are colliding?I'm not sure if this is an actionscript or a math problem..I want to check all (x,y) of a curve to all (x,y) of the other curve..
I want to make an editor like this site. [URL] If you browse this link you will find "Button. If you press this button you will navigate to a editor to design your layout. After draw a rectangle or circle or line you can resize that or can rotate that. When you finish if press the "you will back to the previous page where your desinged layout display. If you press the "" again then you will navigate the editor with the previously designed layout. I want to make a site like this. I want to use the flash cs4 to make the editor. Anybody knows how to draw a rectangle or circle shape with mouse and how to scale by setting the point and how to rotate by setting the rotation point also by using flash cs4 and as3?.
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'm just starting out with AS3, so I'm trying my hand as some of the more basic drawing functions, to try and get a handle on them. The problem I've hit is using 'curveTo' to create a smooth curve is creating some very poor aliasing results. Here is an example: [URL]
The first part (which is actually on the right) is a very simple curve from 50,50 to 100,100, through 100,50. I would have expected the end points of the line to be single pixel width, but it's aliased over two pixels.
The second part (on the left) shows why this is a problem for me. I'm trying to draw a basic shape outline with a semi-circle at the top, but it really doesn't look great (it looks shifted half a pixel to the left relative to the rest of the shape).
i can set color of shape easily via shape.transform.colorTransform..... etc its unbeleiveable, what color is already filled in a shape??
i know, i can draw a bitmap on top of it and get pixel data from that... but
1- it seems lengthy approach ( lazy enough, don't want to write few more lines)
2- it confuses, because if i don't want to get color from pixel but i know one flat color is filled?? but shape is strange / arbitrary / random... how can i confirm that specific pixel has some color or not??
i just wanted to know what flat color is filled inside a shape(very edgy...)
Given a MovieClip containing a vectorshape (loaded from the library) - is there a way to check whether a line (from point(x1,y2) to point(x2,y2) intersects this shape?
i have a class that creates circles randomly placed at stage, i want then to move those circles and make them bounce off the stage, i know how to do that, the problem is that when i add a new shape into my stage, that shape, has an "x" value of 0, no matter where it appears, how can i check the real "x" value of that shape within the stage, so i can continue with the bouncing check...
so i just want to know the "real" "x" and "y" positions of my Shape attached to stage to attach a ball to stage i use the createBall method called from my fla....
So I can create a circle and an oval using trig in flash. But what if I want to create an oval with rounder points? I'm using this code for circles and ovals:[code]Could anyone help me in editing the code so i can control the tips of the oval and make them rounder?
I'm trying to make a simple shape in my case a circle and make it "grow" on mouseMove. I found a way to do it, but I have a problem I can't seem to fix, and that is, that, I do make the circle grow but then have all the other circles behind it.
I want to make the circle grow and then delete it's "older" instance so that it's only one circle on screen, not a million circles behind it. Here's what I've got to work (makes a circle, then keeps growing as I move the mouse over the stage... although it will leave a trail of all the other circles "growing"
Code: function mouseMove(e:MouseEvent):void { if(mouseDownFlag == true){ xpos1 = e.localX;
[Code]....
In java I had a "clear" function that kept on deleting the old circles as the new circle grew...
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.
I`m working on a app that you can draw lines.....like circles, rectangles... my problem is when a user draw a circle for example....i wanna be able to paint (change color) inside of this circle. I`ve tried working on Shapes with cacheAsBitmap = true and Bitmaps with BitmapData but it doesn`t seens to work.
Trying to do circle circle collisions via math which I'm really having trouble with. One circle (player) just moves from keyboard. The ball reacts to the player. All the code shown is in my players class and I passed in a reference to the ball.
On my enterframe I have:
Code: var xmov1 = xSpeed; var ymov1 = ySpeed; var xmov2 = ballRef.xSpeed; var ymov2 = ballRef.ySpeed;
[code]....
Perhaps I'll go with a box2d equivalent instead of trying out my own physics shenanigans.
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 .