ActionScript 3.0 :: Draw A Circle With A Hole Inside?
Oct 11, 2010
i drew a circle and i want to make a hole inside it ,, here is my code -->
ActionScript Code:
var _Target:Sprite=new Sprite();
_Target.graphics.beginFill(0xFFCC00);
[code].......
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Code: Select allpackage {
import flash.display.*;
import flash.events.*;
[code].....
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[Code].....
here getCirclePath returns object with points to draw polygon which looks like circle. Also I tried different combinations of GraphicsPathWinding constants, but no luck.
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package views
{
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import flash.geom.Point;
[code]....
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Nov 3, 2010
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ActionScript Code:
var _angle:Number = 0;
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[code]...
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public class SM extends MovieClip {
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public var auxy:Number;[code].....
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//original code
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[Code].....
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Everytime I google this question I see confusing information about masks and blends, none of which seems to directly apply to what I think should be an easy thing... There are three Sprites involved here...the lowest layer sprite is pretty much a background. I want to overlay a translucent Sprite on top of the background and then I want the third, top-most Sprite to act as a hole, so that the area inside the third Sprite is completely transparent, so that the background sprite is completely visible. How would I go about doing this dynamically (i.e. dynamically drawing the masking sprite and hole using the Actionscript graphics calls)?
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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,
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[Code].....
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What I'm trying to do is attach a bunch of movieclips onto my game table in a grid like pattern. But the game table is a circle. So I want to cut out all of the coordinates that are not inside the circle. I could sit there and map out all of these possible coordinates my self, but I'd rather have my actionscript do it dynamically.
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function moveTheCreaturesRightwards(event:Event)
{
if(maleMovingRight == true)
{
[Code]....
The line: rayMale.width = maleRadius.width; was added when nothing else had seemed to be working
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