I'm making a shape (christmas tree) which i can't make with rectangles and circles exc, so i made it with moveTo/lineTo, the problem now is that i can't "call" for it to fill the area inside the shape... how would you do it? Also, i hope i did this the wrong way, because its a really tiresome way of making it. What I've got so far is:[code]
. As far as I could see in the reference manuals, the beginFill() method of the flash.display.Graphics class ends any previous incomplete (i.e., not ending back at the start point) fills by automatically drawing a line to the latest MoveTo() location.But, it seems it also ends any previous incomplete drawing even without fills, by drawing that final line.
But that's ok. The weird part is, even when I draw just one line and begin a fill immediately after that, I guess it tries to complete that line by drawing one more line back to the starting point and the messes up the display with the fill color in the following beginFill() call.
public class MyContainer extends Container { public function MyContainer() {
[code]....
The output is as in the attachment.The first part creates a weird fill along the side of the line till the end of the container object.I even tried a endFill() at line 4, but same result. The only way to prevent this is to explicitly moving to some point as in line 11.
I've built a drawing application. Because I've programmed the option to insert symbols (new movieclips), I needed to create a new movieclip each time I start drawing. The problem is that I now completely messed up my lineTo and moveTo sequence, and it just draws from coordinates which I don't understand where is gets them from.The code section is basically:
I have a main lineDrawing movieclip into which i'm creating a new shDrawing each time the mouse moves. The problem is, because it starts a new movieclip each time - it messes up the coordinates of the line drawing.(btw, I can solve this if I could only do some kind of "lineTo" function on a movieclip, so that it "lines-to" from mouse down to mouse up seamlessly, regardless of the speed of moving the mouse.
I was reading the 'Isometric Transformations' tutorial by Danko Kozar and I have a few questions. I understand what all the code does, but not how it does it. First of all, how does the following code work:
transforms x,y,z coordinates into Flash x coordinate xFla = function (x, y, z) { // cartesian coordinates[code].....
I understand that it converts 3d coordinates to 2d coordinates, but I don't understand how. What numbers whould be punched into x, y, and z to acquire certain desired effects?Also, what's the difference between moveTo and lineTo:
red line style(1, "0xFF0000", 100); plot(0, 0, 0); draw(200, 0, 0);
I have four buttons on the stage which I want to move 20 pixels up (easing) and fade in from 0 to 100. But I want them to appear with a interval of 1 second. I came up with the following function:
Code: function showClips(yPos, alpha, speed) { var endY = yPos - this._y; this._y += eindY /speed;
I have a as file which basically draws a box around the bottom of your mouth and I am using a beginFill () function for the box. Basically I need to replace this fill with a bitmap image using beginBitmapFill () command. The trouble is I cannot find any resources that show me how to make the bitmap image wether it be a movieclip or graphic.
I am working on a simple eportfolio for one of my college classes. I am trying to made one movieclip (instance: main) move horizontally when you click on buttons. I have two buttons one of the left side of the the stage (Instance: show) that slides "main" to the right; and one of the right side of the stage (instace: hide) that slides "main" to the left.
Problem: According to my script now, I can only move the movie once to a defines x-value. How can I get it so when the button is clicked it continues to move "main" multiple times?
I have two questions about drawing shapes in action script 3.0, using graphics class (flash.display.Graphics):Question 1.When I draw some more complicated shape consisted of a few simpler shapes (i.e. two circles), and the shapes overlaps, the overlapped region is inverted (is rendered as a "hole"). Is there any way to avoid that?This is simple example of this behaviour:
var oClip : MovieClip = new MovieClip();oClip.graphics.beginFill( 0x000000, 0.5 );oClip.graphics.drawCircle( 150, 200, 70 );oClip.graphics.drawCircle( 250, 200, 100 );oClip.graphics.endFill();this.addChild( oClip );
I know,I can do it using separate beginFill/endFill sections for each circle:
var oClip : MovieClip = new MovieClip();oClip.graphics.beginFill( 0x000000, 0.5 );oClip.graphics.drawCircle( 150, 200, 70 [code]....
but then when I use alpha blending, the shapes are blended separatelly. Unfortunatelly, this is not correct for that what I want to do.I need to draw one beginFill/endFill session but without "holes" in the final shape, is it possible?Question 2.Is there an action script counterpart of the Flash menu option: Modify->Break Apart ?
Download the attached file and test it. Wait a few seconds, maybe 10-20 sec, and then se the a bug appear. It looks nice, but why? I was just playing around with lineTo and then i saw this... What do you think ?
I am making a demo where an object is moved around the screen with a line tracing its movement. The speed of this noticeably slows down over time. I tried it both with an enterFrame and by setting an interval. I imagine it has something to do with the graphics class vector drawing and garbage collection. Here is a simplified version for demo/testing. If you run it you will see the line drawing slow down over time. Is there a way to achieve it without the slow down?
I read somewhere of a technique where you use the bitmap data class to draw on a stage-sized bitmap.(I've never programmed the bitmap data class before).
Here is the code:
code: var lineX:Number = 100; var lineY:Number = 100; var deltaX:Number = 10; var deltaY:Number = 10; var lineDrawing:MovieClip = new MovieClip(); this.addChild(lineDrawing);
I have this file http:[url].... Basically lines gets drawn where ever I tween the animation.arrow MovieClip. What I'm wanting to do is be able to rewind the MovieClip and have the line erase its self step by step.
I'm looking to work out the most efficient way to maintain the joining of two points with a line in AS3. Basically, I have a whole bunch of circles that move around, and have a property subNode which will act as an end point for the line. At the moment, the way I'm doing it is extremely intensive:
I have been working on a drawing "game" in my spare time (which is limited). This is probably a common question, if so I appologize. By the way, I do not have the code here, it is on my other computer. Anyway, I was using the lineTo method and a timer listener to fire the addition of each new line segment, if that makes sense. The problem is that when you try to draw an arc quickly, it looks terrible. It draws straight lines. I tried adjusting the timer, which helps a bit but still not great. I looked at the curveTo but could not figure out a logical way to get the achor coordinates. I did some research online and found some that use addChild with bitmaps. I would rather use lines. Has anyone tackled this before?
I've got a movieclip of a rectangle in my library which I place on stage to attachMovie. Then I create an empty movieclip which I want to use as a mask on that rectangle clip through setMask. Users kan draw into that empty movieclip. My intention is that only those areas of the rectangle clip become visible where the user is drawing a line. So I used this:
I would like to draw a shape with LineTo (following a motion guide) and having this drawing synchronize to the duration of a sound : if the sound lasts 2 minuts, the drawing should take 2 minuts to be drawn.
I am trying to add a sound to the LineTo() method. Inside a function I draw the Line and immediately call the Sound file. Here is the code, Is this right ? (jus giving the function here )
function leaderRT(e:MouseEvent){ if(flag) { graphics.lineStyle(1, 0xCC00FF); graphics.lineTo(e.localX,e.localY);
[code]....
I want the sound to be played until the line is drawn. Wat modification has to be done ? Also when I execute the above file I get the Stream error ?
The effect I would like to create is as follows: I have an image movieclip named "myImage_mc", and I want to create a spray paint effect, where the user "paints" whatever myImage_mc is using the lineTo and lineStyle commands. I have the lineTo stuff all done, the problem i have is trying to make whatever the user draws a mask that shows the image.Here's my code so far:
If I skin a button and use the AS3 graphice.clear() and graphics.lineTo and beginFill to create a shape, the button overlaps other items in the container.
When I use the and mxml to create the same shape, the button is neatly positioned inside the container.
I'm extremely new to flash programming, and suddenly my teacher give me assignment to make a flash about mirror reflection line. Here is my as code to draw a simple line after following some tutorial online.
I have a rectangle drawn Code: line1.clear(); line1.beginFill(0xFFFF00); line1.lineStyle(4, 0x000000); line1.moveTo(_root.point1._x, _root.point1._y); line1.lineTo(_root.point2._x, _root.point2._y); line1.lineTo(_root.point3._x, _root.point3._y); line1.lineTo(_root.point4._x, _root.point4._y); line1.lineTo(_root.point1._x, _root.point1._y); line1.endFill(); line1._alpha=10; updateAfterEvent();
After the rectangle is drawn I have a button that inactivates the points. I can now change the alpha of the rectangle but not the color. Is there a way to change the color of the rectangle line1? I have tried with line1._color=0x000000; But it doesn't work.
using pencil tool inside flash i can create stippled line style, well, im using graphics.lineTo(mouseX, mouseY) to create a drawing API but i need use some in this line a style like stippled stroke, or if is possible use stroke ( and how ) to make the same line using stippled style?
how would i target a section of a graphic of lineTo and make jsut that section not visible
here is my current code..
Code: private function drawLaser():void { laserCanvas.graphics.clear();
[Code]....
i want to target the section between draggableVector2 and draggableVector3 and make that section not visble... and i wanat this to be inside of a hittest for whenever the line hits an "obstical"
I found out how to make for example a rectangle via the LineTo method. But how can I change the size of this rectangle and SEE it changing (ie a tween), not jumping from one format to the other? I guess it has to do with using "elapsing time" in the actionscript? I find it hard to get info on this subject. Though it seems important because otherwise it is impossible to create animations.
LineTo() and curveTo() provide basic level drawing. However, the lines these functions produce look like they were drawn by the line or pen tools. Is there any way, through either existing functions or through modifying current ones, that I could made the drawings done through actionscript look like they were drawn using the brush tool?
My first thought was to see if this was in default actionscript and could not find it. My second was to see if someone had already created the class, and while for a time I thought someone had, I lost the link . I guess I could always create the class myself, but I honestly have no starting point (like what algorithm flash uses to create its brushstrokes) and don't want to waste my time if something similar is already in existence.