Screen drawing in as3
Hi
In my latest project im trying to have the player draw on the screen and that the line he drew will fade out form the end to the start
i've done an animation to explain what im trying to do im your still confused
http://www.swfcabin.com/open/1307457211
off corse i wnat this to happen totally through the code with no animation involved
what i have so far is the drawing mechanism, whenever the player presses down and moves the mouse the it draws a line on the screen,
but i dont have a clue on how to erase it afterwards and that it will look cool like in the animation.
here's the code:
stage.addEventListener(MouseEvent.MOUSE_MOVE, DrawMouseLine);
stage.addEventListener(MouseEvent.MOUSE_DOWN, MouseDownHandler);
stage.addEventListener(MouseEvent.MOUSE_UP, MouseUpHandler);
addChild(lineDrawing);
function MouseDownHandler(event:MouseEvent):void
bDraw = true;
function MouseUpHandler(event:MouseEvent):void
bDraw = false;
public function DrawMouseLine(event:MouseEvent)
if (bDraw)
lineDrawing.graphics.moveTo(last_X,last_Y);
lineDrawing.graphics.lineStyle(4, 0xff9933);
lineDrawing.graphics.lineTo(mouseX, mouseY);
last_X = mouseX;
last_Y = mouseY;
i did something similar in C# with a queue, i saved the locations of the mose movement , and on every frame drew the whole queue of points and discarded the last couple of points however in as3 this is not possible nor right to do.
i really hope you can help me
Try the code below. It is perfect but just illustrates a concept.
Timeline code:
import flash.display.Graphics;
import flash.display.Shape;
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.geom.Point;
var lineDrawing:Shape;
var lineWidth:Number = 150;
var lineHegith:Number = 4;
var begin:Point = new Point();
var end:Point = new Point();
var conversion:Number = 180 / Math.PI;
init();
function init():void
drawLine();
stage.addEventListener(MouseEvent.MOUSE_DOWN, mouseDownHandler);
stage.addEventListener(MouseEvent.MOUSE_UP, mouseUpHandler);
addChild(lineDrawing);
function drawLine():void
lineDrawing = new Shape();
var g:Graphics = lineDrawing.graphics;
g.beginFill(0x000000);
g.moveTo(-lineWidth, 0);
g.lineTo(0, -lineHegith * .5);
g.lineTo(0, lineHegith * .5);
g.endFill();
addChild(lineDrawing);
lineDrawing.scaleX = 0;
function mouseUpHandler(e:MouseEvent):void
stage.removeEventListener(MouseEvent.MOUSE_MOVE, drawMouseLine);
addEventListener(Event.ENTER_FRAME, removeLine);
function removeLine(e:Event):void
if (lineDrawing.scaleX > 0) lineDrawing.scaleX *= .03;
else removeEventListener(Event.ENTER_FRAME, removeLine);
function mouseDownHandler(e:MouseEvent):void
stage.addEventListener(MouseEvent.MOUSE_MOVE, drawMouseLine);
removeEventListener(Event.ENTER_FRAME, removeLine);
begin.x = mouseX;
begin.y = mouseY;
lineDrawing.scaleX = 0;
function drawMouseLine(e:MouseEvent):void
end.x = lineDrawing.x = mouseX;
end.y = lineDrawing.y = mouseY;
lineDrawing.rotation = Math.atan2(mouseY - begin.y, mouseX - begin.x) * conversion;
if (lineDrawing.scaleX < 1) {
lineDrawing.width = Point.distance(begin, end);
e.updateAfterEvent();
Doc class:
package
import flash.display.Graphics;
import flash.display.Shape;
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.geom.Point;
public class MouseDrawing extends Sprite
private var lineDrawing:Shape;
private var lineWidth:Number = 150;
private var lineHegith:Number = 4;
private var begin:Point = new Point();
private var end:Point = new Point();
private var conversion:Number = 180 / Math.PI;
public function MouseDrawing()
init();
private function init():void
drawLine();
stage.addEventListener(MouseEvent.MOUSE_DOWN, mouseDownHandler);
stage.addEventListener(MouseEvent.MOUSE_UP, mouseUpHandler);
addChild(lineDrawing);
private function drawLine():void
lineDrawing = new Shape();
var g:Graphics = lineDrawing.graphics;
g.beginFill(0x000000);
g.moveTo(-lineWidth, 0);
g.lineTo(0, -lineHegith * .5);
g.lineTo(0, lineHegith * .5);
g.endFill();
addChild(lineDrawing);
lineDrawing.scaleX = 0;
private function mouseUpHandler(e:MouseEvent):void
stage.removeEventListener(MouseEvent.MOUSE_MOVE, drawMouseLine);
addEventListener(Event.ENTER_FRAME, removeLine);
private function removeLine(e:Event):void
if (lineDrawing.scaleX > 0) {
lineDrawing.scaleX *= .03;
else {
removeEventListener(Event.ENTER_FRAME, removeLine);
private function mouseDownHandler(e:MouseEvent):void
stage.addEventListener(MouseEvent.MOUSE_MOVE, drawMouseLine);
removeEventListener(Event.ENTER_FRAME, removeLine);
begin.x = mouseX;
begin.y = mouseY;
lineDrawing.scaleX = 0;
private function drawMouseLine(e:MouseEvent):void
end.x = lineDrawing.x = mouseX;
end.y = lineDrawing.y = mouseY;
lineDrawing.rotation = Math.atan2(mouseY - begin.y, mouseX - begin.x) * conversion;
if (lineDrawing.scaleX < 1) {
lineDrawing.width = Point.distance(begin, end);
e.updateAfterEvent();
I added e.updateAfterEvent();
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