ActionScript 3 Issues with zooming and scrolling - actionscript-3

I am using TransformGestureEvent and StartDrag and StopDrag events and I am having some issues.
I will do my best to explain, When I zoom in, my image zooms in and its centered while zooming. After I zoom in, I start to drag to the top of my image, when I reach the top I cant scroll now more (everything is working as expected so far) but when I goto zoom out my image y axis is no longer at the top, there is a blank white space where my image should be.
Here is my code:
mapMC.addEventListener(TransformGestureEvent.GESTURE_ZOOM, zoom);
mapMC.addEventListener(MouseEvent.MOUSE_DOWN, dragStart);
mapMC.addEventListener(MouseEvent.MOUSE_UP, dragEnd);
//Zooming Method
function zoom (event:TransformGestureEvent):void{
var locX:Number=event.localX;
var locY:Number=event.localY;
var stX:Number=event.stageX;
var stY:Number=event.stageY;
var prevScaleX:Number=mapMC.scaleX;
var prevScaleY:Number=mapMC.scaleY;
var mat:Matrix;
var externalPoint=new Point(stX,stY);
var internalPoint=new Point(locX,locY);
mapMC.scaleX *= event.scaleX;
mapMC.scaleY *= event.scaleY;
if(mapMC.scaleX > 6){
mapMC.scaleX=prevScaleX;
mapMC.scaleY=prevScaleY;
}
if(mapMC.scaleY > 6){
mapMC.scaleX=prevScaleX;
mapMC.scaleY=prevScaleY;
}
if(mapMC.scaleX < 1){
mapMC.scaleX=1;
mapMC.scaleY=1;
}
if(mapMC.scaleY < 1){
mapMC.scaleX=1;
mapMC.scaleY=1;
}
mat=mapMC.transform.matrix.clone();
MatrixTransformer.matchInternalPointWithExternal(mat,internalPoint,externalPoint);
mapMC.transform.matrix=mat;
}
//Dragging Start Method
function dragStart(e:MouseEvent):void
{
mapMC.startDrag(false, new Rectangle(0,0,-mapMC.width + stage.stageWidth, -mapMC.height + stage.stageHeight));
}
//Dragging Stop Method
function dragEnd(e:MouseEvent):void
{
mapMC.stopDrag();
}
What I am expected to happen is to zoom in on centre, be able to scroll within the Rectangle in my startDrag and zoom out on center while the top of the image stays at the top of the stage and the left of the image stays on the left of the stage.
I have tried adding these two lines of code in my zoom method, it works but I cant zoom in on center:
mapMC.y = 0;
mapMC.x = 0;
Here is a link to a sample project that will show you what I mean
https://drive.google.com/open?id=0B-p_9V3gzZZTcXpQZzI0RU9ZY0k

Since the builtin touch gestures of Air are not very handy for this, I've implemented a selfmade zoom functionality using MultitouchInputMode.TOUCH_POINT.
import flash.events.Event;
import flash.geom.Rectangle;
import flash.events.MouseEvent;
import flash.ui.MultitouchInputMode;
import flash.events.TouchEvent;
import flash.geom.Point;
//Vars
var touchpoints:Array = []
var touch_mode:String = null
var touch_start:Point
var map_start:Point
var map_zoom:Number
var map_width:Number
var map_height:Number
var zoom_startdist:Number
//Config
var max_zoom:Number = 6
var min_zoom:Number = 1
var map_bounds:Rectangle = new Rectangle(0,0,mapMC.width,mapMC.height) // this defines the area in which the map should fit
//Allow Touch Gestures
Multitouch.inputMode = MultitouchInputMode.TOUCH_POINT;
//Zoom and Drag Event Listeners
stage.addEventListener(TouchEvent.TOUCH_BEGIN, touchBegin)
stage.addEventListener(TouchEvent.TOUCH_MOVE, touchMoved)
stage.addEventListener(TouchEvent.TOUCH_END, touchEnd)
// Touch Handlers
function touchBegin(e:TouchEvent){
if(touchpoints.length<2){ // only accept 2 active touchpoints, ignore the 3rd,4th,etc
touchpoints.push({id:e.touchPointID,x:e.stageX,y:e.stageY})
touchpointsChanged()
}
}
function touchMoved(e:TouchEvent){
var touchpoint:Object = getTouchPointById(e.touchPointID) // get current touchpoint...
if(touchpoint){
// ... and update the position
touchpoint.x = e.stageX
touchpoint.y = e.stageY
touchpointMoved()
}
}
function touchEnd(e:TouchEvent){
removeTouchPoint(e.touchPointID)
touchpointsChanged()
}
// Pan & Zoom logic
function touchpointsChanged(){
if(touchpoints.length==1){ // 1 touch point => panning
startPan()
}else if(touchpoints.length==2){ // 2 touch points => zooming
startZoom()
}
}
function startPan(){
touch_mode = 'pan'
touch_start = new Point(touchpoints[0].x,touchpoints[0].y)
map_start = new Point(mapMC.x,mapMC.y)
}
function startZoom(){
touch_mode = 'zoom'
touch_start = getZoomCenter()
zoom_startdist = getZoomDist()
map_start = new Point(mapMC.x,mapMC.y)
map_zoom = mapMC.scaleX
map_width = mapMC.width
map_height = mapMC.height
}
function touchpointMoved(){
switch(touch_mode){
case 'pan':
mapMC.x = map_start.x + touchpoints[0].x - touch_start.x
mapMC.y = map_start.y + touchpoints[0].y - touch_start.y
break
case 'zoom':
var current_scale:Number = map_zoom*getZoomFactor() // get current zoom factor (relative to the previous zoom of the map)
current_scale = Math.min(max_zoom,Math.max(min_zoom,current_scale)) // limit zoom (as defined in -> Config)
mapMC.scaleX = mapMC.scaleY = current_scale
// Set map position to the current center of zoom
var zoom_pos:Point = getZoomCenter()
mapMC.x = map_start.x + zoom_pos.x - touch_start.x
mapMC.y = map_start.y + zoom_pos.y - touch_start.y
// Correct map position regarding the scaling
mapMC.x += -(current_scale-map_zoom)*map_width*((touch_start.x-map_start.x)/map_width)/map_zoom
mapMC.y += -(current_scale-map_zoom)*map_height*((touch_start.y-map_start.y)/map_height)/map_zoom
break
}
// Make sure the map doesnt leave its defined area - see Config (map_bounds)
if(mapMC.x>map_bounds.x)
mapMC.x = map_bounds.x
else if(mapMC.x+mapMC.width<map_bounds.x+map_bounds.width)
mapMC.x = map_bounds.x+map_bounds.width-mapMC.width
if(mapMC.y>map_bounds.y)
mapMC.y = map_bounds.y
else if(mapMC.y+mapMC.height<map_bounds.y+map_bounds.height)
mapMC.y = map_bounds.y+map_bounds.height-mapMC.height
}
// Helper functions
function getTouchPointById(id:int):Object{
for(var i:uint=0;i<touchpoints.length;i++){
if(touchpoints[i].id==id)
return touchpoints[i]
}
return null
}
function removeTouchPoint(id:int){
for(var i:uint=0;i<touchpoints.length;i++){
if(touchpoints[i].id==id){
touchpoints.splice(i,1)
return
}
}
}
function getZoomCenter():Point{
//get the average of the 2 touchpoints
return new Point((touchpoints[0].x+touchpoints[1].x)/2,(touchpoints[0].y+touchpoints[1].y)/2)
}
function getZoomDist():Number{
// calculate the distance between the 2 touchpoints
return getDist(touchpoints[0].x,touchpoints[0].y,touchpoints[1].x,touchpoints[1].y)
}
function getZoomFactor():Number{
// calculate the difference of distance between the 2 touchpoints from when the zoom gesture started
return getZoomDist()/zoom_startdist
}
function getDist(x1:Number,y1:Number,x2:Number,y2:Number){
// pythagoras, yo
var deltaX:Number = x2-x1
var deltaY:Number = y2-y1
return Math.sqrt(deltaX*deltaX + deltaY*deltaY)
}
Let me know if anything is unclear, I'll try to add more comments.

Related

Remove all created symbols from stage

I don't usually do this, but i'm lost here.
import flash.display.Sprite;
import flash.events.MouseEvent;
import flash.events.TimerEvent;
import flash.utils.Timer;
var first_tile:colors;
var second_tile:colors;
var pause_timer:Timer;
var game_timer:Timer;
var colordeck:Array = new Array(1,1,2,2,3,3,4,4,5,5,6,6);
function color_match() {
game_timer = new Timer(10000,1);
for (x=1; x<=4; x++) {
for (y=1; y<=3; y++) {
var random_card = Math.floor(Math.random()*colordeck.length);
var tile:colors = new colors();
tile.col = colordeck[random_card];
colordeck.splice(random_card,1);
tile.gotoAndStop(7);
tile.x = ((x-1)*70)+30;
tile.y = ((y-1)*100)+30;
tile.addEventListener(MouseEvent.CLICK,tile_clicked);
game_timer.addEventListener(TimerEvent.TIMER_COMPLETE,end_game);
addChild(tile);
}
}
game_timer.start();
}
function tile_clicked(event:MouseEvent) {
var clicked:colors = (event.currentTarget as colors);
if (first_tile == null) {
first_tile = clicked;
first_tile.gotoAndStop(clicked.col);
}
else if (second_tile == null && first_tile != clicked) {
second_tile = clicked;
second_tile.gotoAndStop(clicked.col);
if (first_tile.col == second_tile.col) {
pause_timer = new Timer(1000,1);
pause_timer.addEventListener(TimerEvent.TIMER_COMPLETE,remove_tiles);
pause_timer.start();
}
else {
pause_timer = new Timer(1000,1);
pause_timer.addEventListener(TimerEvent.TIMER_COMPLETE,reset_tiles);
pause_timer.start();
}
}
}
function reset_tiles(event:TimerEvent) {
first_tile.gotoAndStop(7);
second_tile.gotoAndStop(7);
first_tile = null;
second_tile = null;
pause_timer.removeEventListener(TimerEvent.TIMER_COMPLETE,reset_tiles);
}
function remove_tiles(event:TimerEvent) {
removeChild(first_tile);
removeChild(second_tile);
first_tile = null;
second_tile = null;
pause_timer.removeEventListener(TimerEvent.TIMER_COMPLETE,remove_tiles);
}
function end_game(event:TimerEvent) {
}
This is a little colour matching game. Click two tiles, they dissappear if matched, or turn back to grey if not. The loop creates instances of colour, in randomly placed pairs, and sets them to frame 7 (grey colour).
I cant work out how to remove any remaining colour blocks when the game time hits zero. Everything i try is throwing errors. The idea is then to let people play again, or a win script.
You don't have to necessarily code it for me, i just need to understand the process! Thanks.
I believe the best way is to create a container, so you can add all tiles and manage them on the best way you decide to.
var tileContainer:Sprite = new Sprite();
addChild(tileContainer);
// instead of addChild(tile);
tileContainer.addChild(tile);
// to remove all tiles
tileContainer.removeChildren();

ScrollPane and ScrollBar not working

I have an application I'm trying to build where it will display a large map image (1920x1040 which is set as the base layer of frame one, then all my AS is on the layer above on the first frame too), then draw lines to it by reading in their coordinates from an external file (lines.txt) and associate a particular image with each line.
When a user clicks on a line, a ScrollPane should open, showing the image associated with the line they clicked on. These images are 1040 in height, and at least 4000px wide, so I want the image to fill the screen height, and then allow the user to use a scroll bar along the bottom to scroll left and right to see the full image.
Right now, I have it working where it reads in my lines.txt file, and draws the lines correctly. Then when I click on a line, it will load the corresponding image in the ScrollPane (along with a button to click that will remove the scroll pane and allow them to select a new line).
However, I can't get a horizontal scroll bar to work. I have it so that the space shows up at the bottom where a scroll bar should be, but there's no bar to drag left/right, and no way to scroll around.
I saw that it's possible to use dragging to scroll, which would be nice, but that hasn't worked either (it' now commented out), and when I have it turned on, when I click my Back Button and attempt to click another line, it throws an error saying,
"TypeError: Error #1009: Cannot access a property or method of a null object reference.
at fl.containers::ScrollPane/endDrag()"
Anybody able to help me clean this up and get it figured out what's going wrong here?
My code:
import flash.events.MouseEvent;
import flash.display.Sprite;
import flash.geom.ColorTransform;
import flash.filesystem.File;
import flash.filesystem.FileMode;
import flash.filesystem.FileStream;
import fl.containers.ScrollPane;
import fl.events.ScrollEvent;
import fl.controls.ScrollPolicy;
import fl.controls.DataGrid;
import fl.data.DataProvider;
import flash.display.Loader;
import flash.net.URLRequest;
import flash.net.URLLoader;
import fl.controls.UIScrollBar;
import flash.events.Event;
import fl.controls.ScrollBar;
var worldLines:Array = new Array();
var lineSprites:Array = new Array();
var lineSpritesLength:int;
var basicColorTransform:ColorTransform = new ColorTransform();
basicColorTransform.color = 0x00FF00;
var hoverColorTransform:ColorTransform = new ColorTransform();
hoverColorTransform.color = 0xFFFF00;
populateWorldLines();
function populateWorldLines():void
{
var textFile:File = File.applicationDirectory.resolvePath("lines.txt");
var fileContents:String = getFileData(textFile);
var contentsLength:int = fileContents.split("$").length;
for(var i:int = 0; i < contentsLength; i++)
{
trace(i);
worldLines[i] = new Object();
worldLines[i]["x1"] = fileContents.slice(0, fileContents.indexOf(","));
fileContents = fileContents.slice(fileContents.indexOf(",") + 1, fileContents.length);
worldLines[i]["y1"] = fileContents.slice(0, fileContents.indexOf(","));
fileContents = fileContents.slice(fileContents.indexOf(",") + 1, fileContents.length);
worldLines[i]["x2"] = fileContents.slice(0, fileContents.indexOf(","));
fileContents = fileContents.slice(fileContents.indexOf(",") + 1, fileContents.length);
worldLines[i]["y2"] = fileContents.slice(0, fileContents.indexOf(","));
fileContents = fileContents.slice(fileContents.indexOf(",") + 1, fileContents.length);
worldLines[i]["image"] = fileContents.slice(0, fileContents.indexOf(";"));
fileContents = fileContents.slice(fileContents.indexOf("$") + 1, fileContents.length);
}
drawLines(worldLines);
}
function drawLines(lines:Array):void
{
for(var i:int = 0; i < lines.length; i++)
{
var line:Sprite = new Sprite;
line.graphics.moveTo(lines[i]["x1"], lines[i]["y1"]);
line.graphics.lineStyle(3, basicColorTransform.color);
line.graphics.lineTo(lines[i]["x2"], lines[i]["y2"]);
lineSprites.push(line);
addChild(line);
}
lineSpritesLength = lineSprites.length;
this.addEventListener(MouseEvent.MOUSE_OVER, checkLines);
}
function checkLines(e:MouseEvent):void
{
var targetSprite:* = e.target;
for(var i:int = 0; i < lineSpritesLength; i++)
{
if(targetSprite == lineSprites[i])
{
targetSprite.transform.colorTransform = hoverColorTransform;
targetSprite.addEventListener(MouseEvent.CLICK, lineClicked);
targetSprite.addEventListener(MouseEvent.MOUSE_OUT, resetColorTransform);
}
}
}
function lineClicked(e:MouseEvent):void
{
var targetSprite:* = e.target;
for(var i:int = 0; i < lineSpritesLength; i++)
{
if(targetSprite == lineSprites[i])
{
showImage(worldLines[i]["x1"], worldLines[i]["y1"], worldLines[i]["image"]);
}
}
//e.target.removeEventListener(e.type, lineClicked);
}
function showImage(xPos:int, yPos:int, imageName:String):void
{
var aSp:ScrollPane = new ScrollPane();
var aBox:MovieClip = new MovieClip();
drawBox(aBox, imageName);
aSp.source = aBox;
aSp.setSize(1920, 1040);
aSp.move(0, 0);
aSp.name = "scrollyPaneThing";
//aSp.scrollDrag = true;
aSp.horizontalScrollPolicy=ScrollPolicy.ON;
aSp.addEventListener(ScrollEvent.SCROLL, scrollListener);
addChild(aSp);
}
function scrollListener(event:ScrollEvent):void {
var mySP:ScrollPane = event.currentTarget as ScrollPane;
trace("scrolling");
trace("\t" + "direction:", event.direction);
trace("\t" + "position:", event.position);
trace("\t" + "horizontalScrollPosition:", mySP.horizontalScrollPosition, "of", mySP.maxHorizontalScrollPosition);
trace("\t" + "verticalScrollPosition:", mySP.verticalScrollPosition, "of", mySP.maxVerticalScrollPosition);
};
function drawBox(box:MovieClip,imageName:String):void {
trace(imageName + ":imageName");
var file:File = File.applicationDirectory.resolvePath("dataImages/"+imageName);
var imageLoader:Loader = new Loader();
var image:URLRequest = new URLRequest(file.url);
imageLoader.load(image);
imageLoader.x = 1;
imageLoader.y = 1;
box.addChild (imageLoader);
trace("backButton.png:imageName");
var file2:File = File.applicationDirectory.resolvePath("backButton.png");
var imageLoader2:Loader = new Loader();
var image2:URLRequest = new URLRequest(file2.url);
imageLoader2.load(image2);
imageLoader2.x = 10;
imageLoader2.y = 950;
box.addChild (imageLoader2);
imageLoader2.addEventListener(MouseEvent.CLICK, removeScrollyPaneThing);
}
function removeScrollyPaneThing(MouseEvent):void
{
removeChild(getChildByName("scrollyPaneThing"));
}
function resetColorTransform(e:MouseEvent):void
{
e.target.transform.colorTransform = basicColorTransform;
e.target.removeEventListener(e.type, resetColorTransform);
}
function getFileData(file:File):String
{
var fDataStream:FileStream;
var sContent:String;
fDataStream = new FileStream();
fDataStream.open(file, FileMode.READ);
sContent = fDataStream.readUTFBytes(fDataStream.bytesAvailable);
fDataStream.close();
return sContent;
}
Your Loader Object has a scrollRect property that is built in.
It is MUCH easier to use a simple ScrollBar than a ScrollPane,
but mouse dragging is much cleaner:
see: http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/display/DisplayObject.html#scrollRect
To mouse drag:
private var scrollyThingy:Rectangle;
private var map:Loader;
// holders for the location of the view
//(to allow for cancelling the drag):
private var _cx:int = 0;
private var _cy:int = 0;
private var downpoint:Point = null;
public function init():void{
// Load your image:
/* I prefer to use embeded png files
or draw simple line images, but
Loader objects also have a scrollRect property
From this point I will assume your main image ('map') is loaded,
and 'scrollyThingy' is the part you want diplayed
I could not follow the code once you added the
loader to the stage very well...
*/
// to enable mouse dragging:
map.addEventListener(MouseEvent.MOUSE_DOWN, onMouseDown);
var w:int = 100;
var h:int = 100;
scrollyThingy = new Rectangle(_cx, _cy, w, h);
map.scrollRect = scrollyThingy;
AddChild(map);
}
private function onMouseDown(event:MouseEvent):void{
_downpoint = new Point(event.stageX, event.stageY);
map.removeEventListener(MouseEvent.MOUSE_DOWN, onMouseDown);
map.addEventListener(MouseEvent.MOUSE_DRAG, onMouseDrag);
map.addEventListener(MouseEvent.MOUSE_UP, onMouseUp);
map.addEventListener(MouseEvent.RELEASE_OUTSIDE , onReleaseOutside);
}
private function onMouseDrag(event:MouseEvent):void{
if (_downpoint == null)
return;
// the movement delta:
_dx = int((event.stageX - _downpoint.x));
_dy = int((event.stageY - _downpoint.y));
// (if the movement is backwards, use scrollyThingy.x -= _dx)
scrollyThingy.x += _dx;
scrollyThingy.y += _dy;
Loader.scrollRect = scrollyThingy;
}
private function onMouseUp(event:MouseEvent):void{
if (_downpoint == null)
return;
// new corner coords
_cx += int((event.stageX - _downpoint.x));
_cy += int((event.stageY - _downpoint.y));
resetListeners();
}
private function onReleaseOutside(event:MouseEvent):void{
// put it back where it was
resetListeners();
}
private function resetListeners():void{
scrollyThingy.x = _cx;
scrollyThingy.y = _cy;
Loader.scrollRect = scrollyThingy;
_downpoint = null;
if(!map.hasEventListener(MouseEvent.MOUSE_DOWN)
map.addEventListener(MouseEvent.MOUSE_DOWN, onMouseDown);
//(if it has one, it has them all!)
if(map.hasEventListener(MouseEvent.MOUSE_DRAG){
map.removeEventListener(MouseEvent.MOUSE_DRAG, onMouseDrag);
map.removeEventListener(MouseEvent.MOUSE_UP, onMouseUp);
map.removeEventListener(MouseEvent.RELEASE_OUTSIDE , onReleaseOutside);
}
}
if you still want a ScrollBar, just scale it to your Loader dimensions less the
size of the viewport (xScrollBar.maximum = loader.content.width - scrollyThingy.width,
yScrollbar.maximum = loader.content.height - scrollyThingy.height) then you can use the
same listener for both bars:
function onScrollBarChange(e:event):void{
scrollyThingy.x = xScrollBar.value;
scrollyThingy.y = yScrollBar.value;
}
listen for a change Event and set the Loader.scrollRect.x and Loader.scrollRect.y
properties to the scrollBarx.value & scrollBary.value.
Note also that I did not include any value checking.
You should check the values before moving the scrollRect
to avoid rangeErrors
i.e. if (_cx > loader.width - loader.scrollRect.width)
_cx = Loader.width - Loader.scrollRect.width;

addCircle to existing movieclip, using name of clip from an array

I am currently building a project where I have a map with a number of ship and aircraft. What I am trying to achieve is to check the Line of Sight distance between them.
I have set up a LOS Calculator which checks the height of one platform and the height of a second platform then gives a response. That works fine.
I then wanted to addCircle based on the result from this calculator. So if the result was 10 it would draw a circle 10cm in radius. If the result was 100 then it would draw it at 100, you get the picture. This works.
My problem now is that I need to be able to click on one platform either before or after I have made the calculation and the .addCircle be added to that movieClip. I have set up an array to store the movieclips instance names and traced that. I have added a field on stage so that you can click on a platform and it will recognise the platform clicked. I am just lost as to how to get the circle into the movieClip that has been clicked.
I am very new to AS3 so this is starting todo my head in. Any help would be greatly appreciated.
The code I have is attached below. I hope I have inserted this properly. Thanks again
import flash.events.MouseEvent;
import flash.display.MovieClip;
stage.focus=ht1;
// creation of array containing movieclips and code that adds the clicked movieclip to Array-platformClicked
var platformArray:Array = [arunta_mc, f15_mc];
var platformClicked = [];
var selectedPlatform:MovieClip = new MovieClip();
for(var i:int = 0; i < platformArray.length; i++) {
platformArray[i].buttonMode = true;
platformArray[i].addEventListener(MouseEvent.CLICK, item_onClick);
}
function item_onClick(event:MouseEvent):void {
var selectedPlatformArray:Array = platformArray.filter(checkName);
selectedPlatform = selectedPlatformArray[0];
myText.text = event.currentTarget.name + " was clicked";
var platformClicked = String(event.currentTarget.name);
trace(platformClicked);
}
function checkName(item:MovieClip, index:int, array:Array):Boolean
{
return(item.name == platformClicked);
}
//setup of LOS Calculator code
var counter:Number=1;
operator_txt.text = "+";
ht1.restrict="-0123456789.";
ht2.restrict="-0123456789.";
var myresult:Number;
var test = [];
//start of code when equal button is pressed
equal_btn.addEventListener(MouseEvent.CLICK, equalhandler);
var newCircle:Shape = new Shape();//defines circle to be drawn
function equalhandler(event:MouseEvent):void{
newCircle.graphics.lineStyle(1, 0x000000);
newCircle.graphics.beginFill(0x435632);
newCircle.alpha = .1;
//start of result code
result_txt.text = String(int((1.23*(Math.sqrt(Number(parseFloat(ht1.text)+parseFloat(ht2.text)+""))))));
var test = String(int((1.23*(Math.sqrt(Number(parseFloat(ht1.text)+parseFloat(ht2.text)+""))))));
trace(test);
//end of result code
newCircle.graphics.drawCircle(0,0,test);//add circle based on LOS calculation
newCircle.graphics.endFill();
//var selectedPlatform:MovieClip = selectedPlatformArray[0];
selectedPlatform.addChild(newCircle);//this is where I need to add newCircle to the movieClip that is clicked
trace(selectedPlatform);
//trace(platformClicked);
}
//start of code for the clear button
clear_btn.addEventListener(MouseEvent.CLICK, clearhandler);
function clearhandler(event:MouseEvent):void{
ht1.text=ht2.text=result_txt.text="";
removeChild(newCircle);
var test = [];
}
You can use the filter() method to check each item's name, like so:
var selectedPlatformArray:Array = platformArray.filter(checkName);
and somewhere in your code, define the checkName function
function checkName(item:MovieClip, index:int, array:Array):Boolean
{
return (item.name == platformClicked);
}
selectedPlatformArray will now contain all elements that return true for the checkName function, and as long as you don't have multiple MovieClips with the same name the array should only contain one element, which you can retrieve simply by accessing the first element of the array:
var selectedPlatform:MovieClip = selectedPlatformArray[0];
Alternatively, you can also use the getChildByName() function, like so:
var selectedPlatform:MovieClip = stage.getChildByName(platformClicked);
However this depends on where the objects are added to, and if they're not all in the same container (or not added at all), then this isn't the best option. It's a quick and simple solution for small projects though.
Anyway, whatever method you use you can then easily add the circle to it in your equalHandler function as usual:
selectedPlatform.addChild(newCircle);
I'd recommend checking out the documentation for both filter() and getChildByName(), to get a better understanding of how they work, since my examples only showed how you'd use them in this specific situation.
Complete code that you should have:
import flash.events.MouseEvent;
import flash.display.MovieClip;
stage.focus=ht1;
// creation of array containing movieclips and code that adds the clicked movieclip to Array-platformClicked
var platformArray:Array = [arunta_mc, f15_mc];
var platformClicked:String = "";
var selectedPlatform:MovieClip = new MovieClip();
for(var i:int = 0; i < platformArray.length; i++) {
platformArray[i].buttonMode = true;
platformArray[i].addEventListener(MouseEvent.CLICK, item_onClick);
}
function item_onClick(event:MouseEvent):void {
var selectedPlatformArray:Array = platformArray.filter(checkName);
selectedPlatform = selectedPlatformArray[0];
myText.text = event.currentTarget.name + " was clicked";
platformClicked = String(event.currentTarget.name);
trace(platformClicked);
}
function checkName(item:MovieClip, index:int, array:Array):Boolean
{
return(item.name == platformClicked);
}
//setup of LOS Calculator code
var counter:Number=1;
operator_txt.text = "+";
ht1.restrict="-0123456789.";
ht2.restrict="-0123456789.";
var myresult:Number;
var test:String = "";
//start of code when equal button is pressed
equal_btn.addEventListener(MouseEvent.CLICK, equalhandler);
var newCircle:Shape = new Shape();//defines circle to be drawn
function equalhandler(event:MouseEvent):void{
newCircle.graphics.lineStyle(1, 0x000000);
newCircle.graphics.beginFill(0x435632);
newCircle.alpha = .1;
//start of result code
result_txt.text = String(int((1.23*(Math.sqrt(Number(parseFloat(ht1.text)+parseFloat(ht2.text)+""))))));
test = String(int((1.23*(Math.sqrt(Number(parseFloat(ht1.text)+parseFloat(ht2.text)+""))))));
trace(test);
//end of result code
newCircle.graphics.drawCircle(0,0,test);//add circle based on LOS calculation
newCircle.graphics.endFill();
//var selectedPlatform:MovieClip = selectedPlatformArray[0];
selectedPlatform.addChild(newCircle);//this is where I need to add newCircle to the movieClip that is clicked
trace(selectedPlatform);
//trace(platformClicked);
}
//start of code for the clear button
clear_btn.addEventListener(MouseEvent.CLICK, clearhandler);
function clearhandler(event:MouseEvent):void{
ht1.text=ht2.text=result_txt.text="";
selectedPlatform.removeChild(newCircle);
test = "";
}

Box/Rectangle Draw Selection in Google Maps

I am working on Google Maps and want to implement a feature where a user can draw a box/rectangle using his/her mouse to select a region on map (like selecting multiple files in windows). Upon selection, I want to get all the markers that fall in the region. I have been looking around both Google Maps api and search but I am unable to find a solution. I tried using jQuery Selectable for selection but all it returns is a bunch of divs from which I am unable to determine if any marker is selected or not.
I found a Library keydragzoom (http://google-maps-utility-library-v3.googlecode.com/svn/tags/keydragzoom/1.0/docs/reference.html) and used it to draw a rectangle on the page.
Later, I edit the library and stopped it from zooming the selected area and instead made it return the correct co-ordinates in 'dragend' event. Then I manually looped through all the marker on the map to find the markers that are within that particular region. The library was not giving me the proper co-ordinates to I made the following changes.
Changed the DragZoom function to
var prj = null;
function DragZoom(map, opt_zoomOpts) {
var ov = new google.maps.OverlayView();
var me = this;
ov.onAdd = function () {
me.init_(map, opt_zoomOpts);
};
ov.draw = function () {
};
ov.onRemove = function () {
};
ov.setMap(map);
this.prjov_ = ov;
google.maps.event.addListener(map, 'idle', function () {
prj = ov.getProjection();
});
}
and DragZoom.prototype.onMouseUp_ function to
DragZoom.prototype.onMouseUp_ = function (e) {
this.mouseDown_ = false;
if (this.dragging_) {
var left = Math.min(this.startPt_.x, this.endPt_.x);
var top = Math.min(this.startPt_.y, this.endPt_.y);
var width = Math.abs(this.startPt_.x - this.endPt_.x);
var height = Math.abs(this.startPt_.y - this.endPt_.y);
var points={
top: top,
left: left,
bottom: top + height,
right: left + width
};
var prj = this.prjov_.getProjection();
// 2009-05-29: since V3 does not have fromContainerPixel,
//needs find offset here
var containerPos = getElementPosition(this.map_.getDiv());
var mapPanePos = getElementPosition(this.prjov_.getPanes().mapPane);
left = left + (containerPos.left - mapPanePos.left);
top = top + (containerPos.top - mapPanePos.top);
var sw = prj.fromDivPixelToLatLng(new google.maps.Point(left, top + height));
var ne = prj.fromDivPixelToLatLng(new google.maps.Point(left + width, top));
var bnds = new google.maps.LatLngBounds(sw, ne);
//this.map_.fitBounds(bnds);
this.dragging_ = false;
this.boxDiv_.style.display = 'none';
/**
* This event is fired when the drag operation ends.
* Note that the event is not fired if the hot key is released before the drag operation ends.
* #name DragZoom#dragend
* #param {GLatLngBounds} newBounds
* #event
*/
google.maps.event.trigger(this, 'dragend', points);
}
};

Papervision3D; rotate child objects within camera view

It's my first time with Papervision3D and I have created a slide show of images that is skewed on the y-axis. Smallest photos on the left, and they increase in size going to the right. So they zoom from left to right, smallest to biggest.
I have a tooltip that pops up when you hovers over the photo, but the tooltip also gets skewed proportionate to the camera view (slanted). I want the tooltip's angle to be independent of the entire camera view.
Any idea how to rotate objects independent of the parent's camera angle?
Thanks!
my_obj = new DisplayObject3D();
my_plane = my_obj.addChild(new Plane(bla bla));
my_obj.lookAt(camera);
The 'lookAt' bit is what you need.
Why not draw the tooltips in 2d? You can get the on-screen position of the images and then just draw a regular Sprite like so:
package
{
import flash.display.Sprite;
import flash.text.TextField;
import org.papervision3d.events.InteractiveScene3DEvent;
import org.papervision3d.materials.ColorMaterial;
import org.papervision3d.objects.DisplayObject3D;
import org.papervision3d.objects.primitives.Plane;
import org.papervision3d.typography.Text3D;
import org.papervision3d.view.BasicView;
public class PVTest extends Sprite
{
private var world:BasicView;
private var text:Text3D;
private var text2d:TextField;
public function PVTest()
{
world = new BasicView(stage.width, stage.height, true, true);
var colorMat:ColorMaterial = new ColorMaterial();
colorMat.interactive = true;
var planeContainer:DisplayObject3D = new DisplayObject3D();
var plane:Plane;
for(var i:int = 0; i < 11; i++)
{
plane= new Plane(
colorMat,
100, 100,
10);
plane.x = (i * 105) - 500;
plane.addEventListener(InteractiveScene3DEvent.OBJECT_OVER, handleMouseOver);
plane.addEventListener(InteractiveScene3DEvent.OBJECT_OUT, handleMouseOut);
planeContainer.addChild(plane);
}
planeContainer.rotationY = 10;
world.scene.addChild(planeContainer);
world.camera.z = -500;
addChild(world);
world.startRendering();
}
private function handleMouseOver(event:InteractiveScene3DEvent):void
{
var plane:Plane = Plane(event.displayObject3D);
plane.calculateScreenCoords(world.camera);
const OFFSET_X:int = -20;
const OFFSET_Y:int = 30;
text2d = new TextField();
text2d.text = "toolTip";
text2d.x = plane.screen.x + (stage.width/2) + OFFSET_X;
text2d.y = plane.screen.y + (stage.height/2) + OFFSET_Y;
addChild(text2d);
}
private function handleMouseOut(event:InteractiveScene3DEvent):void
{
removeChild(text2d);
}
}
}
Even for this example you'd have to offset the y position of the tooltip based on the objects scale but it may be easier than working out the rotations and is the best way to get a consistent looking result.