Actionscript:
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var target:Number = 1024;
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var slices:Array = [target];
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var leng:int = 11;
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for (var i:int = 0; i<leng-1; i++){
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var index:int = int(Math.random()*slices.length);
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var val:Number = slices[index];
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var rand:Number = Math.random() * val/2;
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slices[index] = val - rand;
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slices.push(rand);
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}
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trace(slices);
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-
// test that they all add up
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var sum:Number = 0;
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for (i = 0; i<slices.length; i++){
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sum += slices[i];
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}
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trace("test that they all add up: ", sum);
The above snippet creates an array of a specified length whose elements all add up to the variable target. Here is some example output:
165.31133050055192,322.23456030456015,
257.47582363389245,26.9984893942173,1.96283924962002,
5.466277873168191,21.362282634705164,62.68168197512457,
76.63028224500404,36.27274381401516,12.558309228795265,35.04537914634583
test that they all add up: 1024
Posted in arrays, misc | Also tagged flash |
Actionscript:
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var target:Number = 360;
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var steps:Array = new Array();
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for (var step:Number = 0; step <target; step += int(Math.random() * 36 + 36)){
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steps.push(Math.min(target,step));
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}
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steps.push(target);
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trace(steps);
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/* outputs something similar to:
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0,46,99,144,189,259,330,360
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*/
This is something I've had to do a few times recently.... it randomly steps a number toward a given target...
Posted in arrays, misc | Also tagged flash |
Actionscript:
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var canvas:BitmapData=new BitmapData(400,400,false,0xCCCCCC);
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addChild(new Bitmap(canvas));
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var a:Number=-1.21;
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var r:Rectangle=new Rectangle(0,0,3,5);
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var halfWidth:Number=canvas.width/2;
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var halfHeight:Number=canvas.height/2;
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-
render();
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-
function render():void{
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for (var x:Number = -2; x<=2; x+=.05) {
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for (var y:Number = -2; y<=2; y+=.05) {
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-
// equation from : http://en.wikipedia.org/wiki/Bicuspid_curve
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//(x^2 - a^2) * (x - a)^2 + (y^2 - a^2) * (y^2 - a^2) = 0
-
-
// unpoptimized:
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// var e:Number = (x*x - a*a) * (x-a)*(x-a) + (y*y-a*a) * (y*y-a*a);
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// optimized:
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var x_a:Number=x-a;
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// factoring: x^2 - a^2 = (x + a) * (x - a)
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var y2_a2:Number = (y + a) * (y - a);
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var e:Number = (x + a) * x_a * x_a * x_a + y2_a2 * y2_a2;
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-
// tolerance beetween .7 & -.1;
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if (e<.7&&e>-.1) {
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r.x=halfWidth+y*50;
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r.y=halfHeight-x*100;
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canvas.fillRect(r, 0x000000);
-
}
-
}
-
}
-
}
I've been looking for a single math equation to draw a tooth for sometime.... today I stumbled upon this... and realized it could probably be changed to look more like a tooth.
This snippet will draw this:

I'm using a graphing method here that allows me to use the Cartesian form of the equation and not the parameteric... I'll explain a bit more about this in a later post.
Posted in BitmapData, Math | Also tagged flash |
Actionscript:
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[SWF(width=600,height=650)]
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var canvas:BitmapData=Bitmap(addChild(new Bitmap(new BitmapData(600,300,false,0xCCCCCC),"auto",true))).bitmapData;
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var stills:BitmapData=Bitmap(addChild(new Bitmap(new BitmapData(600,380,false,0xAAAAAA),"auto",true))).bitmapData;
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getChildAt(1).y=300;
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-
var c:Shape = new Shape();
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var m:Matrix = new Matrix();
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m.createGradientBox(40, 40, 0, 0, 0);
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c.graphics.beginGradientFill(GradientType.RADIAL, [0xCC0000, 0xCC0000], [1, 0], [0, 255], m);
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c.graphics.drawCircle(20,20,20);
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-
addEventListener(Event.ENTER_FRAME, onLoop);
-
function onLoop(evt:Event):void {
-
c.x=mouseX-c.width/2;
-
c.y=mouseY-c.height/2;
-
canvas.draw(c, c.transform.matrix);
-
}
-
-
var spacing:Number = 10;
-
var cols:Number = 4;
-
var max:Number = cols * cols;
-
var size:Number = 1/(canvas.width/((canvas.width / cols) - spacing));
-
var st:Matrix = new Matrix();
-
st.scale(size, size);
-
var w:Number = canvas.width * st.d + spacing;
-
var h:Number = canvas.height * st.d + spacing;
-
var timer:Timer=new Timer(500);
-
timer.start();
-
timer.addEventListener(TimerEvent.TIMER, onCapture);
-
function onCapture(evt:TimerEvent):void {
-
var inc:int = timer.currentCount - 1;
-
st.tx = (inc% cols) * w+ spacing / 2;
-
st.ty = int(inc / cols) * h + spacing;
-
stills.draw(canvas, st);
-
if (timer.currentCount==max) {
-
timer.reset();
-
timer.start();
-
}
-
}
Take snapshots of a given BitmapData and arrange them in a grid. I wrote this snippet quickly in response to a question so it could probably use a little clean up...
You'll need to move your mouse over the large canvas bitmap (drawing to it) to see anything...
Posted in BitmapData | Also tagged flash |