Dotted Line Util

November 5, 2008

Dotted Line, Utility Class for AS3 

package {
import flash.display.Graphics;
import flash.geom.Point;
public class DotLine{
public function DotLine( target:Graphics, seg:Number=20, xx:Number=0, yy:Number=0 ):void{
this.target = target;
this.now = new Point( xx, yy );
this.seg = seg;
this.rest = 0;
this.flag = false;
}
public var target : Graphics;
public var seg : Number;
public var now :  Point;
public var rest : Number;
public var flag : Boolean;
public function dotLineTo( xx:Number, yy:Number ):void{
var s: Point = new Point( now.x, now.y );
var e: Point = new Point( xx, yy );
var d:Number = Point.distance( s, e );
now.x = e.x;
now.y = e.y;
rest = (seg * 1 < rest) ? rest – seg * Math.floor( rest / seg ) : rest;
if(d <= rest){
rest -= d;
if(flag){
target.lineTo( e.x, e.y );
flag = (rest == 0) ? false : true;
}
else{
target.moveTo( e.x, e.y );
flag = (rest == 0) ? true : false;
}
return void;
}

var m:Number = 1 / ( d / seg );
var n:Number = 1 / ( d / rest );

for( var i:Number=1-n; 0<i; i-=m ){
var a: Point = Point.interpolate( s, e, i );
if(flag){
target.lineTo( a.x, a.y );
flag = false;
}
else{
target.moveTo( a.x, a.y );
flag = true;
}
if( i – m < 0 ){
var b: Point = Point.interpolate( s, e, i – m );
var c: Point = Point.interpolate( s, e, 0 );
rest = Point.distance( e, b );
if(flag){
target.lineTo( c.x, c.y );
}
else{
target.moveTo( c.x, c.y );
}
}
}
}

}
}


Collision Detection AS3 Util

November 5, 2008

Collision Detection Utility class for AS3,

Usage: var collide:Rectangle = checkForCollision(obj1, obj2);

package {
import flash.display.BitmapData;
import flash.display.BlendMode;
import flash.display.DisplayObject;
import flash.display.DisplayObjectContainer;
import flash.geom.Matrix;
import flash.geom.ColorTransform;
import flash.geom.Rectangle;

public class CollisionDetection{

public static function checkForCollision(firstObj: DisplayObject,secondObj: DisplayObject):Rectangle
{
var bounds1:Object = firstObj.getBounds(firstObj.root);
var bounds2:Object = secondObj.getBounds(secondObj.root);

if (((bounds1.right < bounds2.left) || (bounds2.right < bounds1.left)) || ((bounds1.bottom < bounds2.top) || (bounds2.bottom < bounds1.top)) ) {
return null;
}

var bounds:Object = {};
bounds.left = Math.max(bounds1.left,bounds2.left);
bounds.right= Math.min(bounds1.right,bounds2.right);
bounds.top = Math.max(bounds1.top,bounds2.top);
bounds.bottom = Math.min(bounds1.bottom,bounds2.bottom);

var w:Number = bounds.right-bounds.left;
var h:Number = bounds.bottom-bounds.top;

if(w < 1 || h < 1)
{
return null;
}

var bitmapData:BitmapData = new BitmapData(w,h,false);

var matrix:Matrix = firstObj.transform.concatenatedMatrix;
matrix.tx -= bounds.left;
matrix.ty -= bounds.top;
bitmapData.draw(firstObj,matrix,new ColorTransform(1,1,1,1,255,-255,-255,255));

matrix = secondObj.transform.concatenatedMatrix;
matrix.tx -= bounds.left;
matrix.ty -= bounds.top;
bitmapData.draw(secondObj,matrix,new ColorTransform(1,1,1,1,255,255,255,255),BlendMode.DIFFERENCE);

var intersection:Rectangle = bitmapData.getColorBoundsRect(0xFFFFFFFF,0xFF00FFFF);

/*try{
bitmapData.dispose();
}catch(e:Error){}*/

if (intersection.width == 0) { return null; }

intersection.x += bounds.left;
intersection.y += bounds.top;

return intersection;
}
}
}


Execute Commands on queue

November 4, 2008

The AS3 Utility Class to add commands in a queue, the usage and class is below:

/** 
* var commands : CommandsQueue = new CommandsQueue();
* commands.addCommand( this, myFunc );
* commands.addCommand( this, myFunc2, [0,2], this, Event.COMPLETE );
* commands.execute();
*/
package
{
import flash.events.Event;
import flash.events.EventDispatcher;

public class CommandsQueue extends EventDispatcher
{
protected var commands : Array;
protected var _index : Number = 0;
public var onComplete : Function;

public function CommandsQueue():void
{
commands = [];
}
public function addCommand( thisObj : Object, func : Function, params: Array = null , completeEventDispatcher : Object = null, completeEventName : String= null ) : void
{
commands.push({
thisObj : thisObj,
func : func,
completeEventDispatcher : completeEventDispatcher || thisObj,
completeEventName : completeEventName,
params : params
})
}
public function get progress():Number
{
return (commands.length>0)? _index / commands.length * 100 : 0;
}
public function cancel() : void
{
throw new Error(“commandQueue.cancel is not implemented yet”);
}
public function execute() : void
{
doNext();
}
public function get index():int
{
return _index;
}
public function get length():int
{
return commands.length;
}
protected function doNext() : void
{
var act : Object = commands[ _index ];

if( act.completeEventName ){
act.completeEventDispatcher.addEventListener(act.completeEventName, _commandComplete, false, 0, true);
act.func.apply( act.thisObj, act.params );
} else {
act.func.apply( act.thisObj, act.params );
doNextCommand();
}
}
protected function doNextCommand() : void
{
var act : Object = commands[ _index ];

if( act.completeEventName )
act.completeEventDispatcher.removeEventListener(act.completeEventName, _commandComplete);

_index ++;

if( _index == commands.length )
{
commands = []; //remove all registerd command for GC
if( onComplete != null )
onComplete();
dispatchEvent( new Event(Event.COMPLETE) );
}else{
doNext();
}
}
protected function _commandComplete( e : Event ) : void
{
doNextCommand();
}
}


Loading flash library asset in Flex

October 4, 2008

The below is the code to load flash library asset (using linkage name) on Flex.

<?xml version=”1.0″ encoding=”utf-8″?>
<mx:Application xmlns:mx=”http://www.adobe.com/2006/mxml” creationComplete=”onCreationComplete()” >
<mx:Script>
<![CDATA[
import mx.core.UIComponent;
private function onCreationComplete():void{
var swfLoader:Loader = new Loader();
swfLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, onSWFLoadComplete);
swfLoader.load(new URLRequest("flash.swf"));
}
private function onSWFLoadComplete(event:Event):void{
var tempClass:Class = event.target.applicationDomain.getDefinition("libraryAsset") as Class;
var movieClip:MovieClip = new tempClass() as MovieClip;
var uiComp:UIComponent = new UIComponent();
uiComp.addChild(movieClip);
addChild(uiComp);
}
]]>
</mx:Script>
</mx:Application>