I'm trying to take one side of a rectangle and skew the side based on degree/angle.
I whipped up some code for you
Any questions just ask.
import flash.geom.Matrix;
var temp_matrix = new Matrix();
var square:Sprite = new Sprite();
addChild(square);
square.graphics.lineStyle(3,0x000000);
square.graphics.drawRect(0,0,200,100);
square.graphics.endFill();
var angle:Number = -10; // the angle of degrees
temp_matrix.b = Math.PI * 2 * angle / 360;// y skew
//temp_matrix.c = Math.PI * 2 * angle / 360;// x skew
var sourceMatrix:Matrix = square.transform.matrix;// get existing matrix
sourceMatrix.concat(temp_matrix); // apply skew to existing matrix
square.transform.matrix = temp_matrix;// assign the new skew
square.x = 100
square.y = 100
[SECOND ROUND]
var trapezium:Sprite = new Sprite();
addChild(trapezium);
trapezium.x = 100;
trapezium.y = 100;
var dir:Boolean = true;
var side:Boolean = true;
var angle:Number = 0; // the angle of degrees
var w:Number = 300;
var h:Number = 80;
var timer:Timer = new Timer(16);
timer.addEventListener( TimerEvent.TIMER, tick );
timer.start();
function tick(e:TimerEvent):void{
var radians:Number = Math.PI/180*angle;
trapezium.graphics.clear();
trapezium.graphics.beginFill(0x000000)
if( side){
// long side is right side
trapezium.graphics.lineTo(w,0);
trapezium.graphics.lineTo(w,radians*w+h);
trapezium.graphics.lineTo(0,h);
trapezium.graphics.lineTo(0,0);
}else{
trapezium.graphics.lineTo(w,0);
trapezium.graphics.lineTo(w,h);
trapezium.graphics.lineTo(0,radians*w+h);
trapezium.graphics.lineTo(0,0);
}
trapezium.graphics.endFill();
if(angle>=10){
dir = false;
}
if(angle<=0){
dir = true;
}
if(dir){
angle = angle+.2;
}else{
angle = angle-.2;
}
if( Math.floor(angle*10) <= 0 ){
side = !side;
}
}
Take the tangent of the angle and multiply by the width of the rectangle to get the delta y for the bottom axis so you would have
[x1,y1] as the origin of the rectangle (which never changes)
[x1+length, y1+deltaY] as the right bottom corner
Don't know AS, but after editing this looks like filled polygon with vertices:
P0 =(X0, Y0)
P1 = (X1, Y0)
if Angle >= 0 then
P2 = (X1, Y1)
P3 = (X0, Y1 + (X1-X0) * Tan(Angle))
else
P2 = (X1, Y1 - (X1-X0) * Tan(Angle))
P3 = (X0, Y1)
Related
I am trying to make a circular arc such that it has 2 lines and both the lines are joined together using 2 arc(connecting top and bottom of the lines respectively)
https://jsfiddle.net/AnuragSinha/94d5gy6u/1/
ctx = document.getElementById('canvas').getContext('2d');
this.max = 100;
this.min = 0;
var start = 0;
var end = 100;
this.radius=100;
ctx.beginPath();
var startAngle = 3/8*2*Math.PI + ((3/4*2*Math.PI)/(this.max - this.min) * start);
var endAngle = (3/8*2*Math.PI + ((3/4*2*Math.PI)/(this.max - this.min) * end));
var r = this.radius;
var x1 = r - (r-5)* Math.cos(Math.PI - startAngle);
var y1 = r + (r-5)* Math.sin(Math.PI - startAngle);
var x2 = r - (r - r/10)* Math.cos(Math.PI - startAngle);
var y2 = r + (r - r/10)* Math.sin(Math.PI - startAngle);
var x3 = r - (r-5)* Math.cos(Math.PI - endAngle+0.05);
var y3 = r + (r-5)* Math.sin(Math.PI - endAngle+0.05);
ctx.moveTo(x1, y1);
ctx.lineTo(x2, y2);
ctx.arc(this.radius, this.radius, this.radius-(this.radius/10), startAngle, endAngle-0.05);
ctx.lineTo(x3, y3);
ctx.arc(this.radius, this.radius, this.radius-(5), endAngle-0.05, startAngle, true);
ctx.lineTo(x1, y1);
ctx.lineWidth = 1;
ctx.fillStyle = '#8ED6FF';
ctx.fill;
ctx.strokeStyle='#8ED6FF';
ctx.stroke();
ctx.closePath();
Although the drawing has come up clean but I am not able to fill the color inside this shape. Found few other threads which talk about calling beginPath() and closePath() APIs but that didn't help too. Any suggestions?
you need to execute the fill method
ctx.fill();
I have Image component inside some container with clipAndEnableScrolling property set to true. I need a static method which gets this Image, rotation angle and rotates Image around center point of container without loosing any previous transformations. The best method I've created adds error after few rotations.
I thing it must work like this
public static function rotateImageAroundCenterOfViewPort(image:Image, value:int):void
{
// Calculate rotation and shifts
var bounds:Rectangle = image.getBounds(image.parent);
var angle:Number = value - image.rotation;
var radians:Number = angle * (Math.PI / 180.0);
var shiftByX:Number = image.parent.width / 2 - bounds.x;
var shiftByY:Number = image.parent.height / 2 - bounds.y;
// Perform rotation
var matrix:Matrix = new Matrix();
matrix.translate(-shiftByX, -shiftByY);
matrix.rotate(radians);
matrix.translate(+shiftByX, +shiftByY);
matrix.concat(image.transform.matrix);
image.transform.matrix = matrix;
}
but it doesn't. Looks like I can't understand how transformation works(
If you are trying to rotate the object around it's center, I think you'll want some more like this:
var matrix:Matrix = image.transform.matrix;
var rect:Rectangle = image.getBounds( insertParentObject );
//translate matrix to center
matrix.translate(- ( rect.left + ( rect.width/2 ) ), - ( rect.top + ( rect.height/2 ) ) );
matrix.rotate(radians);
//translate back
matrix.translate(rect.left + ( rect.width/2 ), rect.top + ( rect.height/2 ) );
image.transform.matrix = matrix;
Also here is a link to the same SO question with varying answers including the one I provided:
Flex/ActionScript - rotate Sprite around its center
As discussed in the comments if you are looking to rotate an object around a point (that is the center of your container), here's a function that I think would work:
//pass rotateAmount as the angle you want to rotate in degrees
private function rotateAround( rotateAmount:Number, obj:DisplayObject, origin:Point, distance:Number = 100 ):void {
var radians:Number = rotateAmount * Math.PI / 180;
obj.x = origin.x + distance * Math.cos( radians );
obj.y = origin.y + distance * Math.sin( radians );
}
Then you just call it:
rotateAround( rotateAmount, image, new Point( container.width/2, container.height/2 ) );
The last parameter distance you can pass whatever you like, so for example if I wanted a distance of the image vector length:
var dx:Number = spr.x - stage.stageWidth/2;
var dy:Number = spr.y - stage.stageHeight/2;
var dist:Number = Math.sqrt(dx * dx + dy * dy);
rotateAround( rotateAmount, image, new Point( container.width/2, container.height/2 ), dist );
Here's the solution I've found:
public static function rotateImageAroundCenterOfViewPort(image:Image, value:int):void
{
// Calculate rotation and shifts
var center:Point = new Point(image.parent.width / 2, image.parent.height / 2);
center = image.parent.localToGlobal(center);
center = image.globalToLocal(center);
var angle:Number = value - image.rotation;
var radians:Number = angle * (Math.PI / 180.0);
var shiftByX:Number = center.x;
var shiftByY:Number = center.y;
// Perform rotation
var matrix:Matrix = new Matrix();
matrix.translate(-shiftByX, -shiftByY);
matrix.rotate(radians);
matrix.translate(+shiftByX, +shiftByY);
matrix.concat(image.transform.matrix);
image.transform.matrix = matrix;
image.rotation = Math.round(image.rotation);
}
Teste only with the angles like 90, 180 etc. (I don't need any else).
I'm trying to draw a 'countdown' circle that will produce a visual clock, but don't like the resulting shape as it is not smooth. The code below draws and fills a series of triangles that approximate a circle when the variable 'numberOfSides' is sufficiently large, but this is both inefficient and produces an ugly 'circle.' What I would like to do is draw a series of arcs across the line segments but I don't know how to do it. Can anyone give me a prod in the right direction?
<?xml version="1.0" encoding="utf-8"?>
<mx:Application xmlns:mx="http://www.adobe.com/2006/mxml" layout="absolute" minWidth="955" minHeight="600" frameRate="100" creationComplete="init()">
<mx:Script>
<![CDATA[
private var numberOfSides:int = 10;
private var angle:Number = 0;
private var lineLength:int = 100;
private var xStartingPos:int = 300;
private var yStartingPos:int = 300;
private var i:int = 90;//Start the drawing at 0 to 360;
private var speed:int = 100;
private var timer:Timer
private function init():void{
//uic.graphics.lineStyle(1);
uic.graphics.moveTo(xStartingPos,yStartingPos);
uic.graphics.beginFill(0xffff00);
timer = new Timer(speed, numberOfSides + 1);
timer.addEventListener(TimerEvent.TIMER,cont);
timer.start()
}
private function cont(event:TimerEvent):void{
angle = (Math.PI / numberOfSides * 2) * i;
var xAngle:Number = Math.sin(angle);
var yAngle:Number = Math.cos(angle);
var xResult:int = xAngle * lineLength;
var yResult:int = yAngle * lineLength;
uic.graphics.lineTo(xStartingPos + xResult, yStartingPos + (yResult*-1));
i++
}
]]>
</mx:Script>
<mx:Canvas id="uic"/>
</mx:Application>
This could be accomplished by drawing wedges using nl.funkymonkey.drawing.DrawingShapes:
Draw Wedge function:
public static function drawWedge(target:Graphics, x:Number, y:Number, radius:Number, arc:Number, startAngle:Number=0, yRadius:Number=0):void
{
if (yRadius == 0)
yRadius = radius;
target.moveTo(x, y);
var segAngle:Number, theta:Number, angle:Number, angleMid:Number, segs:Number, ax:Number, ay:Number, bx:Number, by:Number, cx:Number, cy:Number;
if (Math.abs(arc) > 360)
arc = 360;
segs = Math.ceil(Math.abs(arc) / 45);
segAngle = arc / segs;
theta = -(segAngle / 180) * Math.PI;
angle = -(startAngle / 180) * Math.PI;
if (segs > 0)
{
ax = x + Math.cos(startAngle / 180 * Math.PI) * radius;
ay = y + Math.sin(-startAngle / 180 * Math.PI) * yRadius;
target.lineTo(ax, ay);
for (var i:int = 0; i < segs; ++i)
{
angle += theta;
angleMid = angle - (theta / 2);
bx = x + Math.cos(angle) * radius;
by = y + Math.sin(angle) * yRadius;
cx = x + Math.cos(angleMid) * (radius / Math.cos(theta / 2));
cy = y + Math.sin(angleMid) * (yRadius / Math.cos(theta / 2));
target.curveTo(cx, cy, bx, by);
}
target.lineTo(x, y);
}
}
Example implementation, animating countdown timer:
var value:Number = 0;
addEventListener(Event.ENTER_FRAME, frameHandler);
function frameHandler(event:Event):void
{
var g:Graphics = graphics;
g.clear();
value += 0.01;
g.lineStyle(1, 0x0000ff, 0.25);
g.beginFill(0x123456, 0.25);
drawWedge(g, 100, 100, 50, (360 * value) % 360);
g.endFill();
}
Any graphics line style or fill may be used; or, the fill could be used as a mask.
An other piece of code I found online:
http://flassari.is/2009/11/pie-mask-in-as3/
Changed this into:
var circleToMask:Sprite = new Sprite();
circleToMask.graphics.beginFill(0x004BA5DC); // color circle 0x00RRGGBB
circleToMask.graphics.drawCircle(0, 0, 50);
circleToMask.graphics.endFill();
addChildAt(circleToMask, 0);
var circleMask:Sprite = new Sprite();
circleToMask.x = (circleMask.x = 50);
circleToMask.y = (circleMask.y = 50);
circleToMask.mask = circleMask;
addChild(circleMask);
// inner circle
var circleTopMask:Sprite = new Sprite();
circleTopMask.graphics.beginFill(0x00FFFFFF); // color inner circle
circleTopMask.graphics.drawCircle(0, 0, 25);
circleTopMask.graphics.endFill();
addChild(circleTopMask);
circleTopMask.x = 50;
circleTopMask.y = 50;
// textfield in the center
var myFormat:TextFormat = new TextFormat();
myFormat.size = 18;
var myText:TextField = new TextField();
myText.defaultTextFormat = myFormat;
myText.text = "0%";
myText.autoSize = TextFieldAutoSize.CENTER;
myText.y = 50 - (myText.height/2);
addChild(myText);
var percentage:Number = 0;
var tper:Number = 0;
addEventListener(Event.ENTER_FRAME, function (_arg1:Event):void{
graphics.clear();
// Percentage should be between 0 and 1
tper = percentage < 0 ? 0 : (percentage > 1 ? 1 : percentage);
// Draw the masked circle
circleMask.graphics.clear();
circleMask.graphics.beginFill(0);
drawPieMask(circleMask.graphics, tper, 50, 0, 0, (-(Math.PI) / 2), 3);
circleMask.graphics.endFill();
// Increase percentage with margins so it appears to stop for a short while
percentage = (percentage + 0.01);
if (percentage > 1){
percentage = 0;
}
myText.text = ((percentage*100).toFixed(0))+"%";
})
function drawPieMask(graphics:Graphics, percentage:Number, radius:Number = 50, x:Number = 0, y:Number = 0, rotation:Number = 0, sides:int = 6):void {
// graphics should have its beginFill function already called by now
graphics.moveTo(x, y);
if (sides < 3) sides = 3; // 3 sides minimum
// Increase the length of the radius to cover the whole target
radius /= Math.cos(1/sides * Math.PI);
// Shortcut function
var lineToRadians:Function = function(rads:Number):void {
graphics.lineTo(Math.cos(rads) * radius + x, Math.sin(rads) * radius + y);
};
// Find how many sides we have to draw
var sidesToDraw:int = Math.floor(percentage * sides);
for (var i:int = 0; i <= sidesToDraw; i++)
lineToRadians((i / sides) * (Math.PI * 2) + rotation);
// Draw the last fractioned side
if (percentage * sides != sidesToDraw)
lineToRadians(percentage * (Math.PI * 2) + rotation);
}
The size of the resuling FLA should be 100 x 100 px.
Resulting in:
I am using very similar code to create a pie chart using canvas as per this article:
http://wickedlysmart.com/how-to-make-a-pie-chart-with-html5s-canvas/
As you can see from this image, there are cases where the labels are upside down:
Here is the code that writes the labels to the graph:
var drawSegmentLabel = function(canvas, context, i) {
context.save();
var x = Math.floor(canvas.width / 2);
var y = Math.floor(canvas.height / 2);
var degrees = sumTo(data, i);
var angle = degreesToRadians(degrees);
context.translate(x, y);
context.rotate(angle);
context.textAlign = 'right';
var fontSize = Math.floor(canvas.height / 32);
context.font = fontSize + 'pt Helvetica';
var dx = Math.floor(canvas.width * 0.3) - 20;
var dy = Math.floor(canvas.height * 0.05);
context.fillText(labels[i], dx, dy);
context.restore();
};
I am trying to rectify this so the text is always readable and not upside down but cant work out how to do it!
Here's my solution! (A little kludgey but seems to work on the basic example, I haven't tested in on edge cases...)
var drawSegmentLabel = function(canvas, context, i) {
context.save();
var x = Math.floor(canvas.width / 2);
var y = Math.floor(canvas.height / 2);
var angle;
var angleD = sumTo(data, i);
var flip = (angleD < 90 || angleD > 270) ? false : true;
context.translate(x, y);
if (flip) {
angleD = angleD-180;
context.textAlign = "left";
angle = degreesToRadians(angleD);
context.rotate(angle);
context.translate(-(x + (canvas.width * 0.5))+15, -(canvas.height * 0.05)-10);
}
else {
context.textAlign = "right";
angle = degreesToRadians(angleD);
context.rotate(angle);
}
var fontSize = Math.floor(canvas.height / 25);
context.font = fontSize + "pt Helvetica";
var dx = Math.floor(canvas.width * 0.5) - 10;
var dy = Math.floor(canvas.height * 0.05);
context.fillText(labels[i], dx, dy);
context.restore();
};
To display the text in the correct way you have to check if the rotation angle is between 90 and 270 degree. If it is then you know the text will be display upside down.
To switch it correctly you then have to rotate you canvas of planed rotation - 180 degree and then to align it in left not right :
var drawSegmentLabel = function(canvas, context, i) {
context.save();
var x = Math.floor(canvas.width / 2);
var y = Math.floor(canvas.height / 2);
var degrees = sumTo(data, i);
var angle = 0;
if (degree > 90 && degree < 270)
angle = degreesToRadians(degrees - 180);
else
angle = degreesToRadians(degrees);
context.translate(x, y);
context.rotate(angle);
context.textAlign = 'right';
var fontSize = Math.floor(canvas.height / 32);
context.font = fontSize + 'pt Helvetica';
var dx = Math.floor(canvas.width * 0.3) - 20;
if (degree > 90 && degree < 270)
dx = 20;
var dy = Math.floor(canvas.height * 0.05);
context.fillText(labels[i], dx, dy);
context.restore();
};
...well, to an incomplete circle.
I have a draggable slider that looks like this:
The blue bar has the instance name track and the pink dot has the instance name puck.
I need the puck to be constrained within the blue area at all times, and this is where my maths failings work against me! So far I have the puck moving along the x axis only like this:
private function init():void
{
zeroPoint = track.x + (track.width/2);
puck.x = zeroPoint-(puck.width/2);
puck.buttonMode = true;
puck.addEventListener(MouseEvent.MOUSE_DOWN,onMouseDown);
}
private function onMouseDown(evt:MouseEvent):void
{
this.stage.addEventListener(MouseEvent.MOUSE_MOVE,onMouseMove);
this.stage.addEventListener(MouseEvent.MOUSE_UP,onMouseUp);
}
private function onMouseUp(evt:MouseEvent):void
{
this.stage.removeEventListener(MouseEvent.MOUSE_MOVE,onMouseMove);
}
private function onMouseMove(evt:MouseEvent):void
{
puck.x = mouseX-(puck.width/2);
//need to plot puck.y using trig magic...
}
My thinking is currently that I can use the radius of the incomplete circle (50) and the mouseX relative to the top of the arc to calculate a triangle, and from there I can calculate the required y position. Problem is, I'm reading various trigonometry sites and still have no idea where to begin. Could someone explain what I need to do as if speaking to a child please?
Edit: The fact that the circle is broken shouldn't be an issue, I can cap the movement to a certain number of degrees in each direction easily, it's getting the degrees in the first place that I can't get my head around!
Edit2: I'm trying to follow Bosworth99's answer, and this is the function I've come up with for calculating a radian to put into his function:
private function getRadian():Number
{
var a:Number = mouseX - zeroPoint;
var b:Number = 50;
var c:Number = Math.sqrt((a^2)+(b^2));
return c;
}
As I see it, the problem you solve is finding the closest point on a circle. Google have a lot of suggestions on this subject.
You can optimise it by first detecting an angle between mouse position and circle center. Use Math.atan2() for that. If the angle is in a gap range, just choose the closest endpoint: left or right.
EDIT1 Here is a complete example of this strategy.
Hope that helps.
import flash.geom.Point;
import flash.events.Event;
import flash.display.Sprite;
var center:Point = new Point(200, 200);
var radius:uint = 100;
var degreesToRad:Number = Math.PI/180;
// gap angles. degrees are used here just for the sake of simplicity.
// what we use here are stage angles, not the trigonometric ones.
var gapFrom:Number = 45; // degrees
var gapTo:Number = 135; // degrees
// calculate endpoints only once
var endPointFrom:Point = new Point();
endPointFrom.x = center.x+Math.cos(gapFrom*degreesToRad)*radius;
endPointFrom.y = center.y+Math.sin(gapFrom*degreesToRad)*radius;
var endPointTo:Point = new Point();
endPointTo.x = center.x+Math.cos(gapTo*degreesToRad)*radius;
endPointTo.y = center.y+Math.sin(gapTo*degreesToRad)*radius;
// just some drawing
graphics.beginFill(0);
graphics.drawCircle(center.x, center.y, radius);
graphics.moveTo(center.x, center.y);
graphics.lineTo(endPointFrom.x, endPointFrom.y);
graphics.lineTo(endPointTo.x, endPointTo.y);
graphics.lineTo(center.x, center.y);
graphics.endFill();
// something to mark the closest point
var marker:Sprite = new Sprite();
marker.graphics.lineStyle(20, 0xFF0000);
marker.graphics.lineTo(0, 1);
addChild(marker);
var onEnterFrame:Function = function (event:Event) : void
{
// circle intersection goes here
var mx:int = stage.mouseX;
var my:int = stage.mouseY;
var angle:Number = Math.atan2(center.y-my, center.x-mx);
// NOTE: in flash rotation is increasing clockwise,
// while in trigonometry angles increase counter clockwise
// so we handle this difference
angle += Math.PI;
// calculate the stage angle in degrees
var clientAngle:Number = angle/Math.PI*180
// check if we are in a gap
if (clientAngle >= gapFrom && clientAngle <= gapTo) {
// we are in a gap, no sines or cosines needed
if (clientAngle-gapFrom < (gapTo-gapFrom)/2) {
marker.x = endPointFrom.x;
marker.y = endPointFrom.y;
} else {
marker.x = endPointTo.x;
marker.y = endPointTo.y;
}
// we are done here
return;
}
// we are not in a gp, calculate closest position on a circle
marker.x = center.x + Math.cos(angle)*radius;
marker.y = center.y + Math.sin(angle)*radius;
}
addEventListener(Event.ENTER_FRAME, onEnterFrame);
EDIT2 Some links
Here are some common problems explained and solved in a brilliantly clear and concise manner: http://paulbourke.net/geometry/ This resource helped me a lot days ago.
Intersection of a line and a circle is a bit of an overkill here, but here it is: http://paulbourke.net/geometry/sphereline/
Rather than trying to move the point along the partial path of the circle, why not fake it and use a knob/dial? Skin it to look like the dot is moving along the path.
Then just set the rotation of the knob to:
var deg:Number = Math.atan2(stage.mouseY - knob.y,stage.mouseX - knob.x) / (Math.PI/180);
// code to put upper/lower bounds on degrees
knob.rotation = deg;
You can test this by throwing it in an enter frame event, but you'll obviously want to put some logic in to control how the knob starts moving and when it should stop.
100% working code.
enter code here
const length:int = 100;
var dragging:Boolean = false;
var tx:int;
var ty:int;
var p1:Sprite = new Sprite();
var p2:Sprite = new Sprite();
p1.graphics.beginFill(0);
p1.graphics.drawCircle(0, 0, 10);
p1.graphics.endFill();
p2.graphics.copyFrom(p1.graphics);
p1.x = stage.stageWidth / 2;
p1.y = stage.stageHeight / 2;
p2.x = p1.x + length;
p2.y = p1.y;
addChild(p1);
addChild(p2);
p2.addEventListener(MouseEvent.MOUSE_DOWN, mouseDown);
stage.addEventListener(MouseEvent.MOUSE_UP, mouseUp);
stage.addEventListener(MouseEvent.MOUSE_MOVE, mouseMove);
function mouseDown(event:MouseEvent):void
{
dragging = true;
}
function mouseUp(event:MouseEvent):void
{
dragging = false;
}
function mouseMove(event:MouseEvent):void
{
if (dragging)
{
tx = event.stageX - p1.x;
ty = event.stageY - p1.y;
if (tx * tx + ty * ty > length * length)
{
p2.x = p1.x + tx / Math.sqrt(tx * tx + ty * ty) * length;
p2.y = p1.y + ty / Math.sqrt(tx * tx + ty * ty) * length;
}
else
{
p2.x = event.stageX;
p2.y = event.stageY;
}
}
}
Something like this ought to work out:
private function projectLocation(center:point, radius:uint, radian:Number):Point
{
var result:Point = new Point();
//obtain X
result.x = center.x + radius * Math.cos(radian));
//obtain Y
result.y = center.y + radius * Math.sin(radian));
return result;
}
Obviously, modify as needed, but you just need to send in a center point, radius and then a radian (you can obtain with angle * (Math.PI / 180)). You could easily hard code in the first two params if they don't change. What does change is the radian, and that is what you will need to change over time, as your mouse is dragging (defined by the mouseX distance to the center point - positive or negative).
Hopefully that helps get you started -
update
This was how I was working this out - tho its a tad buggy, in that the puck resets to 0 degrees when the sequence starts. That being said, I just saw that - #Nox got this right. I'll post what I was arriving at using my projectLocation function anyways ;)
package com.b99.testBed.knob
{
import com.b99.testBed.Main;
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.geom.Point;
/**
* ...
* #author bosworth99
*/
public class Knob extends Sprite
{
private var _puck :Sprite;
private var _track :Sprite;
private const DIAMETER :uint = 100;
private const RADIUS :uint = DIAMETER / 2;
public function Knob()
{
super();
init();
}
private function init():void
{
assembleDisplayObjects();
addEventHandlers();
}
private function assembleDisplayObjects():void
{
_track = new Sprite();
with (_track)
{
graphics.beginFill(0xffffff, 1);
graphics.lineStyle(1, 0x000000);
graphics.drawEllipse(-RADIUS, -RADIUS, DIAMETER, DIAMETER);
graphics.endFill();
}
this.addChild(_track);
_track.x = Main.stage.stageWidth / 2;
_track.y = Main.stage.stageHeight / 2;
_puck = new Sprite();
with (_puck)
{
graphics.beginFill(0x2DFE07, 1);
graphics.drawEllipse(-8, -8, 16, 16);
graphics.endFill();
x = _track.x;
y = _track.y - _track.width / 2;
buttonMode = true;
}
this.addChild(_puck);
}
private function addEventHandlers():void
{
Main.stage.addEventListener(MouseEvent.MOUSE_DOWN, activate);
Main.stage.addEventListener(MouseEvent.MOUSE_UP, deactivate);
}
private function deactivate(e:MouseEvent):void
{
Main.stage.removeEventListener(MouseEvent.MOUSE_MOVE, update);
}
private var _origin:uint;
private function activate(e:MouseEvent):void
{
Main.stage.addEventListener(MouseEvent.MOUSE_MOVE, update);
_origin = mouseX;
}
private function update(e:MouseEvent):void
{
var distance:Number;
(mouseX < _origin)? distance = -(_origin - mouseX) : distance = mouseX - _origin;
if(distance > 40){distance = 40};
if(distance < -220){distance = -220};
var angle:Number = distance; //modify?
var radian:Number = angle * (Math.PI / 180);
var center:Point = new Point(_track.x, _track.y);
var loc:Point = projectLocation(center, RADIUS, radian);
_puck.x = loc.x;
_puck.y = loc.y;
}
private function projectLocation(center:Point, radius:uint, radian:Number):Point
{
var result:Point = new Point();
//obtain X
result.x = center.x + radius * Math.cos(radian);
//obtain Y
result.y = center.y + radius * Math.sin(radian);
return result;
}
}
}
Main difference is that I'm obtaining the angle via horizontal (x) movement, and not checking against the cursors angle. Thos, trapping the values manually feels kinda hacky compared to #Nox very good soution. Would of cleaned up had I kept going;)
Nice question - Cheers