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var canvasSize:int = 400;
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var canvas:BitmapData = new BitmapData(canvasSize, canvasSize, false, 0xFFFFFF);
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addChild(new Bitmap(canvas));
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var size:int = canvas.width * canvas.height;
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var pixels:Vector.<uint> = canvas.getVector(canvas.rect);
-
-
addEventListener(Event.ENTER_FRAME, onLoop);
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function onLoop(evt:Event):void {
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for (var i:int = 0; i<500; i++){
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fillCircle(int(Math.random() * canvasSize),
-
int(Math.random() * canvasSize),
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int(Math.random() * 5 + 3),
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uint(Math.random() * 0xFFFF));
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}
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canvas.lock();
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canvas.setVector(canvas.rect, pixels);
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canvas.unlock();
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}
-
-
function fillCircle(xp:int,yp:int, radius:int, col:uint = 0x000000):void {
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var xoff:int =0;
-
var yoff:int = radius;
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var balance:int = -radius;
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while (xoff <= yoff) {
-
var p0:int = xp - xoff;
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var p1:int = xp - yoff;
-
var w0:int = xoff + xoff;
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var w1:int = yoff + yoff;
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hLine(p0, yp + yoff, w0, col);
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hLine(p0, yp - yoff, w0, col);
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hLine(p1, yp + xoff, w1, col);
-
hLine(p1, yp - xoff, w1, col);
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if ((balance += xoff++ + xoff)>= 0) {
-
balance-=--yoff+yoff;
-
}
-
}
-
}
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function hLine(xp:int, yp:int, w:int, col:uint):void {
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var index:int = xp + yp * canvasSize;
-
for (var i:int = 0; i <w; i++){
-
index++;
-
if (index> -1 && index <size){
-
pixels[index] = col;
-
}
-
}
-
}
In the past I've posted examples of Bresenham's Circle (here and here). Both of those examples make use of setPixel(). Today's snippet demos a version of Bresenham's Circle that works with setVector().