ActionScript 3.0 :: Find If Two Rectangles Are Intersecting When Rotated?
Aug 9, 2011I have two sprites that are drawn as rectangles. I want to know if the rectangles are intersecting. I run into trouble when the objects rotate.
View 2 RepliesI have two sprites that are drawn as rectangles. I want to know if the rectangles are intersecting. I run into trouble when the objects rotate.
View 2 RepliesI am using the following to rotate a textfield from its top right corner, I would like to know the best way to find the point of the top right corner.
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I have a rectangle of any arbitrary width and height. I know X,Y, width, and height. How do I solve the upper right hand coordinates when the rectangle is rotated N degrees? I realized if it were axis aligned I would simply solve for (x,y+width). Unforunatly this doesn't hold true when I apply a transform matrix on the rectangle to rotate it around its center.
View 2 RepliesThe AS3 getBounds function returns a rectangle that is not fitting tightly to a rotated ellipse. Instead it returns an axis-aligned rectangle based on the bounds of a rectangle whose width/height corresponds to the max/min diameter of the ellipse and follows its rotation.
Stack Overflow Q/A about the math of ellipses and bounding boxes
Based on this I took a stab at coding a solution in AS3. So far I have been able to produce a rectangle that fits perfectly along the x-axis, but as I rotate my ellipse it acts very weird along the y-axis. Rather than alternating between 2*r_min and 2*r_max while rotating, it alternates between 2*r_min and 0. My best guess is that I have done something wrong when solving the differentiated t for gradient -> infinity...
Here is an example from my code:
var r_max:uint = 45;
var r_min:uint = 20;
var rot:Number = ellipse.rotation * (Math.PI / 180);
var t_nil:Number = Math.atan( -r_min * Math.tan(rot) / r_max);
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I have the following AS code to draw a single rectangle using mouse, but I need a different code that allows drawing multiple rectangles and the selection/exclusion of individual rectangles like a modeling tool (eg.: MS Visio).
View 2 RepliesIs there a way to add a grid of rectangles together so that you can get a "container" rectangle (the bounds) of all the rectangles put together?
View 1 Repliesi am adding enterframe event listener on the condition that mouse is not on the stage.
if (!((mouseX < stage.stageWidth) && (mouseY < stage.StageHeight))) {
addEventListener(Event.ENTER_FRAME, enterFrameHandler);
}
but the if condition always return false because the mouseX and mouseY seems to take the last value when it leaves the stage(i.e. moved out of the flash content
I am trying to put an text on an image (both have the same color) and the intersection should be white. It works fine with blend mode "invert" when both are black. But as soon as they have another color all the blend modes give an unwanted color in the intersection. My idea would be to blend the two black objects first and then set the color for the combined image,
View 3 RepliesSo I've been working on a Character class for platformer/ generic side-view style games. The problem is that i might need bits of characters to appear to go through other characters (i.e. char 1 grabs char 2 and runs char 2 through with weapon) the problem with this is that the characters' parts are contained in movieclips to run code on them holding them together and keeping me from having to position them just perfectly every frame in the IDE. it seems I have four choices:
1) Completely reprogram the display list -not practical
2) just hide the area of the movieclip that is intersecting with the other character
3) break apart the characters and merge them into an "interaction manager" movieclip
4) just give up.
I don't have the skills for option 1. Option 3 is ok i guess, but i'd rather try option 2 first. My biggest problem is that i have no idea how i would go about selecting just the intersecting part of the movieclip without reprogramming some part of the display list. If anyone can understand this, please give me something to point me in a direction.
I need draw rectangle with two circle holes inside. The problem is in circles interception. I want them to join together and cut from background, but they seems to be XORed:
At first I tried drawRect and DrawCircle:
graphics.beginFill(0, 0.5);
graphics.drawRect(0, 0, width, height);
graphics.drawCircle(width/2, height/2, 50);
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here getCirclePath returns object with points to draw polygon which looks like circle. Also I tried different combinations of GraphicsPathWinding constants, but no luck.
how to draw two intersecting circle holes in graphics?
I'm making a top view zombie survival game in AS3. I want to spawn the enemies in waves defined by "frames", or the difference between a bigger rectangle and a smaller one within it, like a picture frame. Right now here is my code, which is pretty inefficient. I was wondering if there was a better way. This code doesn't work right either, all the enemies spawn in the bottom right of the screen:
public static function waveOne():Point {
var inner:Rectangle = Waves.WAVE_ONE_RECTANGLE_1;
var outer:Rectangle = Waves.WAVE_ONE_RECTANGLE_2;[code]....
In CSS, we have a box model to define how border, margin, padding, and fill contribute to the total width and height of a rectangle. I'm porting some of my HTML/CSS design into Flash and can't quite figure out what Flash's box model is. In Flash, I've created a rectangle with gradient fill and a non-scaling 1 pixel stroke. I'm trying to get pixel-perfect positioning and sizing, but the experience has been unpredictable. I'm not really seeing a pattern to the following questions. The answer really changes depending on the exact circumstances.
When you set x and y both to be 0, where does the border lay? Is it off the screen? Is it being cut in half by the origin? Or is it completely visible?When you set width to 100, is the fill 98 wide or 100 wide?What happens to the 1px thick border when the rectangle is not positioned at whole number coordinates?
Example:
var sh:Shape = new Shape();
sh.graphics.lineStyle(1.0, 0x00FF00, 1.0, false, LineScaleMode.NONE);
sh.graphics.beginFill(0xFF0000, 1.0);
sh.graphics.drawRect(0, 0, 100, 100);
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I tried to create a 100x100 square at x:10, y:10. When I measured the total width and height in Photoshop, it came out to be 101x101.One would either expect the final dimensions to be 100x100 (border on inside) or 102x102 (border on outside).
I have been learning how to draw rectangles. How would I draw a grid of rectangles so each is separated by some spacing? For example 4 col x 3 rows.
View 9 RepliesI created a small rectangle and made it into a symbol movie clip. then I went inside of it and added a small 100x100 image on the left side along with a description of the image on the right side filling up the rest of the space.
I now want to somehow put it in a container that will automatically add a vertical scrollbar on the right side and somehow add more rectangles on top of each other. perhaps the scroll bar wont be initially on the screen until the container fills to have more than 5 rectangles in it or so.
Is there a component I can extend somehow to add this kind of functionality or does one already exist that I can use?
I'm trying to develope a simple game, but i'm facing a problem, that I think it is simple for yours who have experience in AS3.I trying this:
Quote:
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var dynamicObj:MovieClip = new MovieClip();
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I have 5 rectangle mc's. All different sizes and different positions.
I have a final size and position.
I want to click on 5 different buttons and make the corresponding mc grow and move to the desired final size.
When I am drawing with a pencil, the line looks like the shape I want to draw, but when I stop drawing, the shape reshapes to another shape whick looks like circles and rectangles = it does not look like the shape I wanted to draw. What is the problem?
View 1 RepliesI'm trying to figure out how to tile a rectangle (the stage) with an arbitrary number of rectangles. Simple tiling where all the tiles are the same size and simply stacked in a grid.I'm doing this with a resizable layout and a number of tiles that is arbitrary and will change over time.
Given a more or less 4:3 or 16:9 monitor I would like a solution that tends toward minimizing the perimeter of the tile and being similar in aspect ratio to the screen. I realize that if I have a prime number of tiles that I won't be able to make a nice grid, but other than that it seems there should be some way to do this.Lets say I have 231 tiles I need to arrange. The factors are 1, 3, 7, 11, 21, 33, 77 and 231.If the screen is really, really wide 1 x 231. Wide but not not as crazy wide as before 3 x 77. And most likely 11 x 21 is what I would need.So is there an easy way to do this on the fly? Is there a pre-calculated way to make it easy?
Fairly new to ActionScript 3. I am creating a series of solid rectangles which will be acting as butttons for my site, a new rectangle is created by looping through an XML List, 1 rectangle for each title in my List. They will be displayed 1 above another down the left hand side of my screen.
What I want to do, if possible, is create a vanishing point on the right hand side of my screen which the rectangles will use to alter their perspectives.Obviously the rectangles with a far different Y position to the vanishing points, will display with a greater perspective.
I have written code to draw a rectangle around each movieclip on the stage when the user clicks a "Show Hotspots" button in the movie. However, when the user (me in this instance) clicks the button a second time, I want those drawn rectangles to disappear. How do I clear a rectangle that is created through code?
View 4 RepliesI am using an external custom class to draw xml driven shapes in a movieclip. take a look at [URL] for a better idea of what I am working on. I am looking to turn each shape (which would be a booth) into a button...so that I can click each booth and have some info come up about it. I am having a hard time calling the array from the main movie.
View 1 RepliesI am trying to draw random colored rectangles. I want to have them everywhere. Repeat them at X and Y. Its just repeating at X. Dunno why it dont want to take "for loop" at Y position
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Although, The amount of material online is quite confusing, As there usually is more than one way of doing a task. The part that i am up to is making collision detection work. Let me explain some background first, so you can understand how im trying to make it work. Steps
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I have 5 rectangle mc's. All different sizes and different positions.I have a final size and position.I want to click on 5 different buttons and make the corresponding mc grow and move to the desired final size.
View 14 RepliesI have a pretty simple script that allows you to draw multiple rectangles using the drawing API in MX. I need to create multiple MC containers, so that I can later do other functions to these areas. Now, why the rectangles are drawing in the way they are. If you copy this script into a blank file and run it, you'll see what I mean. Why is it duplicating/replicating/echoing as you draw? If you debug and list Objects, it is creating the MCs properly, so where are these other lines coming from?
Code:
drawLevel = 0;
drawOK = "yes";
this.onMouseDown = function() {
if (_root.drawOK == "yes") {
this.createEmptyMovieClip("rect"+drawLevel, drawLevel);
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Is there any possibility to draw lines or rectangles with a commandline in ActionScript?
View 4 RepliesI want to create animation. I want to slice image into random number of rectangles (it can't be squares) and I want to animate all of this rectangles at once.
View 2 RepliesI am creating a 3D sphere gallery with ActionScript 3 and the Flash 10 3D (2.5D) APIs. I have found a method that works but is not ideal. I would like to see if there is a better method.
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To see this in action, click here. alternate link. Notice that with the default settings, the number of items actually in the sphere are less by 13. I believe is the error introduced by my approximation in the first step.
I am not able to figure out a method for determining what the exact radius of such a sphere should be. I'm hoping to learn either a better method, the correct method, or that what I am trying to do is hard or very hard (in which case I will be happy with what I have).
how could I randomly place x number of rectangles on stage so that they dont overlap?
not tween, just place?
We have a 100 by 100 px square.
How would one split this up into N number of random x/y rectangles?
And more crazy, how could you then position these back in order?
I checked out 2d Packing but its not really what im after.