no errors found.
how would i apply a ripple effect to a scripted drawing.
scripted drawing.
import flash.display.Sprite; import flash.display.Graphics; var myMathGame:ToRipple = new ToRipple(); var shapes:Sprite = new Sprite (); var gr:Graphics = shapes.graphics; gr.lineStyle(); gr.beginFill(0x0000FF,0xFFFFFF) gr.drawRect(0,5,100,100); gr.endFill(); shapes.x = 0; shapes.y = 10; addChild(shapes);
scripted drawing
package
{
import flash.display.Bitmap;
import flash.display.Sprite;
import flash.events.MouseEvent;
import flash.display.BitmapData;
import flash.utils.Timer;
import flash.events.TimerEvent;
public class ToRipple extends Sprite
{
private var myRippler:Rippler;
var rippleTarget:Bitmap;
public function Ripple()
{
var rippleBitmap:BitmapData=new BitmapData(640,480,false,0);
var ripplePicture:toRipple=new toRipple();
var timer:Timer=new Timer(100);
timer.start();
rippleBitmap.draw(ripplePicture);
rippleTarget=new Bitmap(rippleBitmap);
addChild(rippleTarget);
myRippler=new Rippler(rippleTarget,20,5,5);
stage.addEventListener(MouseEvent.MOUSE_MOVE,onmousemoveTriggered);
timer.addEventListener(TimerEvent.TIMER, onTimerTriggered);
}
private function onmousemoveTriggered(e:MouseEvent):void
{
myRippler.drawRipple(rippleTarget.mouseX,rippleTarget.mouseY,20,1);
}
private function onTimerTriggered(e:TimerEvent):void
{
var posX:Number=Math.random()*640;
var posY:Number=Math.random()*480;
myRippler.drawRipple(posX,posY,15,5);
}
}
}
This post has been edited by student123: 28 March 2012 - 08:30 AM

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