var size:Number = 400;
var halfSize:Number = size / 2;
var canvas:BitmapData = new BitmapData(size, size,false, 0x000000);
addChild(new Bitmap(canvas, PixelSnapping.AUTO, true));
var rings:Number = 40;
var color:uint, theta:Number, dx:Number, dy:Number;
for (var i:int = 0; i<canvas.width; i++){
for (var j:int = 0; j<canvas.height; j++){
// distance from center of canvas to current x, y coord
dx = i - halfSize;
dy = j - halfSize;
theta = Math.sqrt((dx * dx)+(dy * dy)) * rings;
color = (100 + 100 * Math.sin(theta * Math.PI/180)) << 16;
canvas.setPixel(i, j, color);
}
}
/*
WARNING: This code was written for fun. Use at your own risk.
*/
This is the previous post written in a readable way. Draws a radial gradient using pythagorean theorem and sine.