Actionscript 3.0 :: Draw Squares With DrawTriangles?
Jan 25, 2010
How do you go about drawing only the outline of squares using drawTriangle. Currently I am using lineStyle to draw my lines but obviously that outlines each triangle. I know i can just draw Squares out using drawRect with no fill but that seems like a waste.
I am trying to draw a set number of squares in a grid type layout and have pretty much gotten it to do what I want. The problems is that I want to be able to manipulate each square individually later on and I'm pretty sure I need to assign each one a unique instance name.something like "square_0_0" all the way down to "square_10_10" (it's a 10x10 table of squares).how do assign a unique instance name to each square as it's added to the stage? I attached the code I currently have running.
Has anyone ever had trouble using the drawTriangles method from a custom class?
I have an fla that points to a Main class, and within that class i create a var with the type defined in another class (let's call it Triang) that uses the drawTriangles method.
There are two main ways I've tested to see what could be wrong. 1.) I have used the drawRectangle method instead from the Triang class and when testing the project the rectangle is properly added to the stage. 2.) I've used the drawTriangles method on the first frame within a blank fla file in the same way i'm trying to within the class and the triangle was added (just to make sure i understood how to use the method properly)
I'm messing around a bit with the new fp10 drawing api and drawtriangles. i've created a little something i think is kinda of cool, though i can't seem to get the uv-mapping working as i want. since i'm just moving points in z/y direction i don't really have and z-value to calculate the uv with. though the bitmap texture gets distorted. i've tried to calculate a "fake" z-value with x and y, but since my maths skills are terrible i can't really get it to work.
i've thrown together a little sample here below (code obviously needs cleaning up, but i'm gonna worry about that when i've got it working as i want to). in this example z-val will always be 1 and no perspective fixing will be done. so i really need your to figure out how i can take my calculated x and y point and turn them into a "fake" z-point and use that to avoid distortion in the map/texture.
i'm messing around a bit with the new fp10 drawing api and drawtriangles. i've created a little something i think is kinda of cool, though i can't seem to get the uv-mapping working as i want. since i'm just moving points in z/y direction i don't really have and z-value to calculate the uv with. though the bitmap texture gets distorted. i've tried to calculate a "fake" z-value with x and y, but since my maths skills are terrible i can't really get it to work.
i've thrown together a little sample here below (code obviously needs cleaning up, but i'm gonna worry about that when i've got it working as i want to). in this example z-val will always be 1 and no perspective fixing will be done. how i can take my calculated x and y point and turn them into a "fake" z-point and use that to avoid distortion in the map/texture.
Is there a way to make DrawTriangles use anti aliasing like it does in the native flash UI.ode below uses a movieclip on the stage called "testBitmap_mc" that has stuff inside it and then it draws a triangle and flips it.
I'm just coming back to toying with 3d in flash. All my previous efforts were made in AS2 so drawTriangles() is liquid-awesome to me... Still, am I right in thinking that the UV mapping of drawTriangles is only really useful for two-triangle planar evaluations? In other words, there isn't any way to pipe in the UV map data required to skin a whole model - even a simple cube - in one call to drawTriangles, is there?
I got my hopes up when I saw I could draw the whole wireframe of an object in one call, but everything I read suggests the UV coordinates are relative to the vertices, not the indices. So I'm thinking that the UV value for a vertex can't be redefined for triangles sharing vertices as described by the index. Is that right? If so, I guess you could draw the whole thing in a single call if you threw away your index and passed all the unconsolidated vertex information. Seems like an awful waste if that's right.
I am using the draw() method of the BitmapData to encode a jpeg of part of the image. Now this should be easy enough given the object I want to draw to the bitmap is on the stage at design time so I know its location and dimetions exactly! Heres the code I have in place.
Code: var myBitmapSource:BitmapData = new BitmapData ( street.width, street.height, false, 0x333333); myBitmapSource.draw(street, null, null, null, new Rectangle( 96, 5, 571, 450 ), true );
I know for a FACT that no part of the street clip I am drawing out is in negative space, and it's registration is (0,0). However, it cuts off A lot of the top of my image. y=5 in the above rectangle is where I need the top to be, but it cuts the top off of the image... even if I change it to 0, it has no effect.
I'm trying to do some lean blitting for an object that rotates by rotating it once at startup and capturing a BitmapData snapshot of each 5 degrees. The problem I'm having is that the draw() method of the BitmapData object is only picking up pixels in the MovieClip that are below and to the right of the registration point. If I change the MC so that the registration point is in the top left corner, I sometimes get what looks like most of the pixels, but the entire object rotates into and out of the frame, since it's rotating around the corner and not the center.
I'm trying to do a transition that you've probably seen many times. Transitioning one image to another using a grid of squares where each square fades at a slightly different time.I've made a complex movie clip made up of several other movie clips with all the squares fading at the rate I'm looking at. When I just play the color squares it works fine, but the minute I turn that master movie clip into a mask for the image I loose the transition/fade completely--just an on off thing.
I have a problem with arranging some thumbs in column when I resize the stage. The problem is that it is arranging the last square in line half outside the stage and you can see only a half.
Now I could do with some hints as to how this should be done Hopefully someone will help me out here.
Ok, basically I have a map (a jpg/gif file), which should be divided into squares (like a chessboard). Each square has a coordinate (X, Y) and other pictures should be shown on top of a map square - like a small house or something (also a jpg/gif file).
It should also be possible to hide some (most) of the squares from view - like with a black square on top or whatever. Perhaps Flash should also make some lines between each square to divide them.
Furthermore only a part of the map should be shown through a window (using a mask, I guess) as the map could be large and buttons at the edge could be used to scroll the map.
I would like to link the red squares to the blue square in 3D with CS4 only (please no papervision or sandy...)I'm very closed to the solution but I still have a wrong z (visible when you move the mouse to a corner for instance)
I learned about the date class yasterday and made a lil app that will tell me when the next recess at school will be. It worked great when I ran it at home, but now when I try to run it at school all the letters in the textfields displays as squares, the numbers still work tho. The only difference I can think of is that at home i use CS5 and at school is use CS4, the font is embedded in the fla.
So far my code takes hex codes out of tweets containing a certain hashtag, and draws a square of that hex code colour. If someone were to tweet a new set of hexcodes while you were looking at the site, you would have to manually refresh the page to see the new squares.
I'm doing a tutorial from Adobe Flash CS4 classroom in a book. They're suggesting the following: "create buttons that allow users to switch between painting ellipses and painting squares". I've created the class files for the cirlcle and the square and I've set two hot keys to switch between painting circles and rectangles(it does not work) Now I'm trying to create the buttons.
package { import flash.display.MovieClip; public class Rect extends MovieClip { public function Rect(w:Number = 40,h:Number = 40, color:Number = 0xff0000) { graphics.beginFill(color); [Code] .....
If an image is 800 by 600, copy the image's bitmap data and divide the image into, say, 20 by 20 squares, each having a reference to be manipulated later. Im guessing you have to use bitmapdata for that, unfortunately I dont know how to copy bitmapdata from an image's arbitrary x and y coordinates and for a certain width/height.
I'm trying to fill a grid with different size squares, randomly, and have no overlap. I want my grid to be 100px by 100px. I've tried creating a matrix array (10x10), holding x and y values. My square size is either 10x10, or 20x20. I loop through the matrix randomly picking a square (x,y position) and placing one of the two squares. All of this works fine, but obviously the squares start to overlap.
This is the type of outcome I'm looking for: I tried adding each square to an array, then checking if the current square placed collides (hitTestObject) with an already placed square. This eventually hits true every time, because the square placed matches the same square when placed in the array. Does anyone know of a way to accomplish this? Place each square but do not have overlap?
I put together this code that builds a container that contains boxes(squares) in an ordered way. Problem is when I rotate the container, the boxes don't stay in their order. (something to do with swapping depths I think) . In fact, they look a bit confusing. Just create a movieClip 24 x 24 and Name it Box. Create another movieClip and name this one Container. Save them in your library. Then just copy this code and compile. You know the routine.
I am wondering what that effect is called or how to achieve it where let's say I have 6 squares, 3 on top, 3 on the bottom(2x3 matrix) and where if I click one, it gets bigger, and all the other ones get smaller. The problem here is the how they get bigger. If I click the middle square in the top row, it should stay in it's position and grow where as If If I click the bottom right one, it should grow towards the far left side. I'm guessing the registration point needs to be changed dynamically?
I'm actually coding this in Java (with which I have just a few days experience), but as far as the logic goes, I thought this would still be an appropriate place. I'm making a Tetris-eque game and having trouble with rotation. Each shape (rectangle, L, "step", etc) consists of 4 or 5 smaller squares (image below), and I want to be able to rotate the pattern of squares 0, 90, 180 and 270 degrees around a designated point.
x = originX + cos(angle) * radius; y = originY + sin(angle) * radius;
I thought I understood these, but apparently not, since I can't seem to get it working� For each shape, I would declare the x, y coordinates for each of its smaller squares, relative to one another. Then, I'd send these values to a function that should take the pattern and rotate it according to the specified angle. In Java (to the best of my knowledge), the upper-left is always the "registration point" for graphics. So, I set the relative coordinates for the squares of each shape such that the left side of the leftmost square is at x = 0 and the top side of the uppermost square is at y = 0. Here's an example, the shape of a plus sign (+).
Code: //top-center x = squareWidth; y = 0;
[code]....
no rotation (just the shapes)and this is what happens when I implement the rotation adjustment.
I want to create a bunch of squares appear in a grid-like fashion but not row by row. I'd like more of a diagonal effect.
Here's the code I have so far:
[code]...
So this sort of works in the sense of it creates a vertical row and a horizontal row. But I need it to actually kind of 'wipe' diagonally across the page.
in Minesweeper, if you click on a square that has no mines surrounding it, the game will continually find all of those types of squares and the surrounding numbered squares.
I've had some trouble with this, because I either run into infinite recurrence or...well just a bunch of stuff.I've had a lot of different ideas and ways to do this...but I'm thinking:
1. If the square your clicked on is empty (no surrounding mines) put it into an array.
2. Loop: if the array isn't empty, reveal all surrounding squares, put all unnumbered squares into the array, remove squares previously used.
Code: function getAmountOfMines(square:Object):Void { var numMines:Number = 0; nSquare = _root.gameBoard["Square" + (square.getDepth() - gameWidth)];
I need to be able to draw a thick patterend line between 2 points in AS3, I can't use the draw API because it doesn't all me to actually put detail (pattern etc) into the thickness of the line, I thought about perhaps using the line to create a bitmap version and then using that as a mask, but I remember many years ago seeing some examples that use a movieclip as a source for a line.
i have many squares inside a movieclip, and i remove random some of this squares, what i need id: get the real with and heigth of my movieclip, after the squares are removed, i do a little exemplo, and anexed here,
I got 1 movieclip, in that movieclip I got 1 image in 1 layer and in other layer I got one matrix of squares. So then when I mask the image I only get only the images by squares. I am trying to had a motion so that some squares shine over the time.