Is there anyway I can effectively call the equiv. of setText on a Flex Graphics object ?
Specifically I'm using a custom cell renderer to display data in a datagrid. The renderer uses the Graphics object to set the background colour of only a portion of the cell (say the left half) based upon the underlying data. I would like to be able to have text over only that portion of the cell which has the background colour (eg centred within the left half).
I know all the widths (of both the cell itself and the graphics object) but I don't know how I can set text (centred) over the graphics object.
Is there anyway I can effectively call the equiv. of setText on a Flex Graphics object ?Specifically I'm using a custom cell renderer to display data in a datagrid. The renderer uses the Graphics object to set the background colour of only a portion of the cell (say the left half) based upon the underlying data. I would like to be able to have text over only that portion of the cell which has the background colour (eg centred within the left half). I know all the widths (of both the cell itself and the graphics object) but I don't know how I can set text (centred) over the graphics object.
The program has a background image over which these lines are drawn.The problem which I am facing is that the image overshadows the lines and the lines are not visible to the user.Since these lines do not have an id, I am not sure as to how I can assign a depth to them?
I'm trying to understand how the Flex framework draws objects (Button, Label, Image, etc.). The Button class seems to draw itself by addChild()ing its ProgrammaticSkin. However, where in the framework is the Graphics object being passed around in the hierarchy to achieve the drawing. I want to get to the level of 2D API.
I have a bounded object, created using primitives lines in Action Script- either an oval or a triangle. Is there any way I can fill the contents in a specific color
Just to clarify on this- the shape could be in two ways
a) drawing a isoceles triangle based on a variable apex angle
b) two curved lines to form a "lens"
I am not sure if I can use the fill function, as I am not drawing a inherently bounded shape- the closed nature is based on my calculations
My basic requirement is to draw a circle inside a BorderContainer with the layout set to BasicLayout.I run this method in the CREATION_COMPLETE event of the BorderContainer object.[code]I know I must be missing something VERY basic here. Can I just draw like this OR should I draw in some other event? I know that I can create a Ellipse object and easily add it to the border container but I would like to know how I can do this using the graphics object.
Can you add curve effects to text in flash without converting it to a raster format? Either applying the effect straight to the text, or converting the text to a path and applying the curve effect to the resultant path?
Lets say I have a customMovieClip. I sometimes draw an ellipse with customMovieClip.graphics and sometimes a rectangle. Now I want to know what was the shape ( ellipse/rect) that was created using a particular graphics object. Doing this would enable me to pinpoint what exactly to do with that customMovieClip() instance.
I have a Sprite in which I have drawn a circle with a fill. Later on, I wish to modify the color of this circle. I have retrieved the Graphics object from the Sprite using getChildAt(), and have tried:
getChildAt(i).graphics.beginFill(0x550000);
however this does not work. I've RTFM'd but can't figure out exactly how to deal with the Graphics object.
I am making a Flash CS5 application in which the user draws transparent overlays on a Sprite placed on top of an image. The user needs to be able to erase his input as in MS Paint, Adobe Photoshop, or GIMP. Because the Sprite is on top of an image, there is no safe clear color I can think of to draw over the section that the user has just rubbed his eraser over
I'm implementing a simple painting programm. Therefor I need something like a Graphics.clear() function, not for the whole Grahpics object, but for a small area only.I don't want to paint in white color instead, I just want to really clear the previously drawn lines and stuff.
I am trying to create a custom object which will display particular graphics at a particular time (when the movie tells the object to show something). Well I made my object (the way I thought it would work) and I encountered a problem when I called graphics functions from the main movie.
I made a very stripped down version of the same object to test and see what was going wrong. Apparently, I can call "Draw()" directly from inside the constructor and it will use the draw methods, but I cannot call it from the movie (like in the script below) and I can't call it from another function in the object if that function is not called during the constructor.
The question is... am I doing this right? The simple version of my end goal would be to create this object and have a function that I can call in the object something like "DrawImage(imagePath:String)" and it will use the graphics to draw the image.
In the movie: ----------------------------------------------
Lets say I have a customMovieClip. I sometimes draw an ellipse with customMovieClip.graphics and sometimes a rectangle. Now I want to know what was the shape ( ellipse/rect) that was created using a particular graphics object. Doing this would enable me to pinpoint what exactly to do with that customMovieClip() instance.
I have a complex graphics data on a sprite or a shape (no matter which is exactly). But I want to draw shadow (inner too) for one Rect ( [10, 10, 240, 25] for example) or another path.
A simple moveTo(x, y) call before beginBitmapFill does not work :/ Neither does changing the x and y value of drawRect... (That just seems to have the same effect as an translation with the matrix...) Additionally I don't want do draw that thing in a separate Graphics-Object and add that one into the other...
Is there a way to determine the current position of the pen in a graphics display object. Something similar to what is discussed in this thread but for AS3?
I am wondering if it is possible to get the data that is stored in a shape/graphics object in flash using actionscript 3?
In my project I would like to be able to draw a shape and then read all the points in that shape into my script. The reason for that is that I need go generate lines from those points that I later can use to check if my characters velocity intersects with any of them.
I want to export some vectorial drawings to a vectorial format (eps, svg,...) from a Flash application. Everything is vectorial in my application so it should be possible to do it, but I can't find a solution
I was wondering about MC and hey can help to lag a game out. I set up an advanced class system so i don't have to use MC to simulate walls, all i use isthe x,y,width and height. Well anyway since i don't need MC anymore I was wondering if there is a way to attach Graphics instead of MC cause a Graphics file size is relatively small than that of a graphic, I think. If anyone could tell me thats true and show me a way to attach graphics that would be nice. I haven't tried it yet but maybe if I exported the graphic from the library imihgt be able to call its name, but it doesn't have an instance name so im stuck.
I'm fairly new to CS4 and like Dreamweaver CS4, the changes have been hard to over come in some areas. I can't seem to link text, graphics, or buttons to a URL. I get a message saying "Current selection can not have actions applied to it" When I was working with text originally, I found that I couldn't click to bring up the URL, but I would right click and open in a new window.
I know flex is a client side technology, but our customers are asking us to e-mail them reports (i.e. graphic images) that look just like the flex graphics we show them on the desktop on a nightly basis.
I have a label that is using a repeater to get information form a database. Now I'm trying to pass the information in that label to another label component, but I haven't had any luck.[code]...
is it possible to use graphics (the numbers 0-9 in one png-file) instead of a Textfield to show the high score of a game to the player? With a TextField it is easy to "refresh" the score but what can I do, if I want to use my png-files for the score? Is there a simple way to do this? How are other flash game designer do it?
My current solution (not tested, just in my head) is, to create 10 bitmaps (numbers from 0-9) or 1 bitmap with all the numbers in it and then convert the current score into a string, split this string and for every digit show the matching bitmap. Update: or should i try to use filters on the textfield to create a "more beautiful" score?
I'm using flex and drawing a circle using the Spark Ellipse primitive. I am setting the x,y coordinates of the circle myself. I am drawing them within a TitleWindow component. Is it possible to force the circle to not be allowed if I specify a coordinate that is outside the TitleWindow? Or do I have to check the coordinates manually myself?