Can someone help me flip this Actionscript 3 graphic? - actionscript-3

newPlacement = new Block();
newPlacement.graphics.beginFill(0xFFFFFF);
newPlacement.graphics.drawRoundRect(0, 0, 25, 25, 9);
newPlacement.graphics.endFill();
newPlacement.graphics.beginFill(0xFFFFFF);
newPlacement.graphics.drawRect(0,0,10,25);
newPlacement.graphics.endFill();
blockHolder.addChild(newPlacement);
Here is code I am using in Flash to draw a square object on the stage that is jagged on the left and rounded on the right. Can anyone help me figure out how to code the flipped image of this (a square object that is rounded on the left and jagged on the right). Thanks!

Your code is basically adding a rounded rectangle and then placing a regular rectangle on top of that. The regular rectangle is not as wide, so the rounded rectangle doesn't get covered up on the right side.
Option 1: change relative x position of regular rectangle
All you need to do is place the regular rectangle 15 units to the right. So instead of this:
newPlacement.graphics.drawRect(0,0,10,25);
do this:
newPlacement.graphics.drawRect(15,0,10,25);
Option 2: flip the object
But I still like this best:
newPlacement.scaleX = -1;
Personal preference, though.

Related

Scale, Position & Rotate Parent object to make child object take up entire stage

Using the first photo below, let's say:
The red outline is the stage bounds
The gray box is a Sprite on the stage.
The green box is a child of the gray box and has a rotation set.
both display object are anchored at the top-left corner (0,0).
I'd like to rotate, scale, and position the gray box, so the green box fills the stage bounds (the green box and stage have the same aspect ratio).
I can negate the rotation easily enough
parent.rotation = -child.rotation
But the scale and position are proving tricky (because of the rotation). I could use some assistance with the Math involved to calculate the scale and position.
This is what I had tried but didn't produce the results I expected:
gray.scaleX = stage.stageWidth / green.width;
gray.scaleY = gray.scaleX;
gray.x = -green.x;
gray.y = -green.y;
gray.rotation = -green.rotation;
I'm not terribly experienced with Transformation matrices but assume I will need to go that route.
Here is an .fla sample what I'm working with:
SampleFile
You can use this answer: https://stackoverflow.com/a/15789937/1627055 to get some basics. First, you are in need to rotate around the top left corner of the green rectangle, so you use green.x and green.y as center point coordinates. But in between you also need to scale the gray rectangle so that the green rectangle's dimensions get equal to stage. With uniform scaling you don't have to worry about distortion, because if a gray rectangle is scaled uniformly, then a green rectangle will remain a rectangle. If the green rectangle's aspect ratio will be different than what you want it to be, you'd better scale the green rectangle prior to performing this trick. So, you need to first transpose the matrix to offset the center point, then you need to add rotation and scale, then you need to transpose it away. Try this set of code:
var green:Sprite; // your green rect. The code is executed within gray rect
var gr:Number=green.rotation*Math.PI/180; // radians
var gs:Number=stage.stageWidth/green.width; // get scale ratio
var alreadyTurned:Boolean; // if we have already applied the rotation+scale
function turn():void {
if (alreadyTurned) return;
var mat:flash.geom.Matrix=this.transform.matrix;
mat.scale(gs,gs);
mat.translate(-gs*green.x,-gs*green.y);
mat.rotate(-1*gr);
this.transform.matrix=mat;
alreadyTurned=true;
}
Sorry, didn't have time to test, so errors might exist. If yes, try swapping scale, translate and rotate, you pretty much need this set of operations to make it work.
For posterity, here is what I ended up using. I create a sprite/movieClip inside the child (green) box and gave it an instance name of "innerObj" (making it the actually content).
var tmpRectangle:Rectangle = new Rectangle(greenChild.x, greenChild.y, greenChild.innerObj.width * greenChild.scaleX, greenChild.innerObj.height * greenChild.scaleY);
//temporary reset
grayParent.transform.matrix = new Matrix();
var gs:Number=stage.stageHeight/(tmpRectangle.height); // get scale ratio
var mat:Matrix=grayParent.transform.matrix;
mat.scale(gs,gs);
mat.translate(-gs * tmpRectangle.x, -gs * tmpRectangle.y);
mat.rotate( -greenChild.rotation * Math.PI / 180);
grayParent.transform.matrix = mat;
If the registration point of the green box is at one of it's corners (let's say top left), and in order to be displayed this way it has a rotation increased, then the solution is very simple: apply this rotation with negative sign to the parent (if it's 56, add -56 to parent's). This way the child will be with rotation 0 and parent -> -56;
But if there is no rotation applied to the green box, there is almost no solution to your problem, because of wrong registration point. There is no true way to actually determine if the box is somehow rotated or not. And this is why - imagine you have rotated the green box at 90 degrees, but changed it's registration point and thus it has no property for rotation. How could the script understand that this is not it's normal position, but it's flipped? Even if you get the bounds, you will see that it's a regular rectangle, but nobody know which side is it's regular positioned one.
So the short answer is - make the registration point properly, and use rotation in order to display it like in the first image. Then add negative rotation to the parent, and its all good :)
Edit:
I'm uploading an image so I can explain my idea better:
 
As you can see, I've created a green object inside the grey one, and the graphics INSIDE are rotated. The green object itself, has rotation of 0, and origin point - top left.
#Vesper - I don't think that the matrix will fix anything in this situation (remember that the green object has rotation of 0).
Otherwise I agree, that the matrix will do a pretty job, but there are many ways to do it :)

I am trying to make 2 circles around a point and fill between these points and listen for a click between the circles

i'm trying to make something for a game i'm making. When someone clicks on the movieclip i want it to draw an inner circle and an outer circle. I'd like to fill between the circles with a opaque colour (purple in the image) so people can see basically a large thick circle around the movieclip but not touching the movieclip. I then need to check if the mouseclick happens between the two circles only.
The image below shows what i mean. The thing is the thickness of the purple bit has to be adjustable (not in game as such), if you click on 1 movieclip the thickness of the purple bit may be 10pixels, a different clip may be 50. Obviously checking for a click greater than inner circle x and less than outer circle only works on a straight line across from the clip, once you move up or down this doesn't work so well. Any help is much appreciated as i can't seem to work this out. I've tried drawing 2 circles and also tried using 2 movieclip circles but can't get it to work.
Seems i cant upload pictures on here. Easiest way is to think of a no entry sign without the / line going through the middle. The centre is the movieclip, the inside part of the red circle the inner circle and the outer is the outer circle but at no point does the red touch the movieclip
I would measure the distance from the center of the circles to the mouse click point. Then you just need to check is that distance greater than the inner circle radius and less than the outer circle radius.
Something along these lines:
var clickPoint:Point = new Point(mouseX, mouseY);
var centerPoint:Point = new Point(circleMC.x circleMC.y);
var dist:Number = Point.distance(clickPoint, centerPoint);
if(dist > innerRadius && dist < outerRadius){
trace("the click happened between circles
}

How do I create and distribute diagonal stripes on a rectangle?

I would like to be able to create bar charts with JFreeChart that looks similar to the following picture.
It is a very basic mono-colored bar chart, but with one "fancy" detail: the diagonal stripes. I was thinking that this could be made possible by overlaying another picture on top of the normal bar. This picture would have the same dimensions as the bar, have diagonal white stripes and a transparent background. I am not quite sure how to do this though, as I have very little GUI experience, but I found a very useful article that deals with overlaying images on top of graphics from JFreeChart, so I am quite certain I should be able to pull that of.
But how should I create the diagonal stripes?
I see how I could distribute the lines from the lower left corner to the upper right corner, but not the capped lines in the upper left and lower right corner. Can I somehow paint outside the rectangle (and not have it included in the picture)?
edit: After some searching I cannot see that my suggestion of overlaying an image with a transparent background would work, as I cannot find any examples on how to do this. On the other hand, merely painting the lines on the rectangle is probably easier.
Using a gradient fill to draw lines
On trashgod's tip I tried filling a shape with a gradient that had sharp edges to simulate line drawing. This would prevent a lot of calculations and could potentially be a lot simpler. It worked quite ok for thick lines, but not for thinner lines. Using the following code produces the fill in the first picture:
rect.setSpace(spaceBetweenLines);
Color bg = Color.YELLOW;
Color fg = Color.BLUE;
rect.setPaint(new LinearGradientPaint(
(float) startX, (float) startY, (float) (startX + spaceBetweenLines), (float) (startY + spaceBetweenLines),
new float[] {0,.1f,.1001f}, new Color[] {fg,fg,bg}, MultipleGradientPaint.CycleMethod.REPEAT)
);
Drawing lines using graphic primitives
Although simpler it did not work in my case. The more elaborate, but to me, more natural way of doing it, is simply drawing lines on top of the shape (rectangle, cirle, ...). The following code was used in producing the second image. Observe the use of the clip(Shape s) to restrict the line drawing to the shape underneath. The reason for not simply drawing a rectangle and using clip() to limit the shape is that the clip() operation is not aliased, thus producing jaggies. Therefore I have to draw the shape first to get smooth edges, then set the clip to prevent overflow in the forthcoming line drawing, and finally draw the lines.
public void paint(Graphics g) {
Graphics2D g2 = (Graphics2D) g;
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g2.setPaint(getBackground());
g2.fill(getShape());
g2.setClip(getShape());
// draw diagonal lines
g2.setPaint(getLineColor());
for (int x = (int) this.x, y = (int) (this.y); y - height < (this.y + height + getSpace()); ) {
g2.drawLine(x, y , x + (int) width , y - (int) width);
y += getSpace();
}
The source code for BarChartDemo1 shows how to apply a GradientPaint, but you may want to experiment with LinearGradientPaint to get the diagonal effect.
I want to paint the bars, not the background.
If you already have a suitable image, TexturePaint may be an alternative.

Draw a rectangle using the graphics class, but move the registration point

I have the following code to create a Sprite with a rectangle in it:
container = new Sprite();
container.graphics.beginFill(0x00CCFF, .5);
container.graphics.lineStyle(1, 0x00CCFF);
container.graphics.drawRect(rect.x, rect.y, rect.width, rect.height);
container.graphics.endFill()
addChild(container);
The only thing is, I'd like the registration point to be in the middle (not the top left corner). Is there a way to set up the registration point in the middle of the rectangle, but still have the position of the rectangle be correct?
i.e. not moved over so that the top left corner of the rectangle is in the "middle" of where I want the rectangle to be...
The closest you can do is:
container.graphics.drawRect(rect.x-rect.width/2, rect.y-rect.height/2, rect.width, rect.height);
But I think that is what you are saying you don't want to do. Although, there might be a way it can be done with a Matrix.
Edit:
It looks like this other StackOverflow post might have some more answers for you regarding using a transform matrix, and a few other possibilities.

as3: draw circle with a hole in it using only actionscript

Okay so basically I want to draw a circle in as3 that has a 'hole' in it (like a donut). Something like this, but without the outlines:
http://www.steel.ie/DugganSteel/Pictures/Hollow-circle.gif
This doesn't work:
SPRITE.graphics.beginFill(0xFFFFFF);
SPRITE.graphics.drawCircle(0,0,10);
SPRITE.graphics.endFill();
SPRITE.graphics.drawCircle(0,0,5);
I mean this seems like it'd be simple but I can't find any information on it. I should also mention that I'm trying to only draw 3/4 of the circle, like 3/4 of donut. So I was planning on drawing a transparent circle and square over the original circle, I know this seems kinda of weird since you'd expect something transparent to show whats underneath it.
Its actually really simple. See the following code:
var p:Point = new Point(100, 100);
graphics.beginFill(0xFF0000);
graphics.drawCircle(p.x, p.y, 100);
graphics.drawCircle(p.x, p.y, 50);
Intersections cancel each other out until you call endFill
Goodluck!
You can just make the line thickness the desired donut width and avoid using beginFill
set graphics.lineStyle
To make it only go 3/4 of the way around you could use curveTo to draw the 3 quarters.
The above method by Tyler works, however if an easier way to do it is to simply begin drawing the inner circle first. Basically Flash doesn't actually fill in the color until you call endFill() (again as mentioned by Tyler), so you start drawing on the inner circle, then the outer circle then on endFill() Flash fills in the gap.
SPRITE.graphics.beginFill(0xFFFFFF);
SPRITE.graphics.drawCircle(0,0,5);
SPRITE.graphics.drawCircle(0,0,10);
SPRITE.graphics.endFill();
Hope this clears things up for you.
Introduction to Flash drawing API, will help you understand a bit more :
http://www.senocular.com/flash/tutorials/flash10drawingapi/