Search code examples
actionscript-3flash

Flash as3 spinning wheel


I am trying to create a spinning wheel with text on it. I have created the wheel and it is populating perfectly based on the colors that I supply to it. Now I am trying to add text to each of the parts of the wheel but am running into some problems. I cannot seem to get the text to display properly within each of the colors. I was hoping someone could help me get this to work properly. The place where I am trying to get the text to work is in the _drawSlice function. I am trying to figure out the logic to get it to work properly. Any help is appreciated. Here is my code:

package {
import flash.display.MovieClip;
import flash.display.Sprite;
import flash.text.TextFormat;
import flash.text.TextField;
import flash.display.BitmapData;
import flash.display.Bitmap;

public class PieChart extends MovieClip{
    //settings
    private var _radius:Number = new Number(100);

    //storage
    private var slices:Array = new Array();
    private var _startAngle:Number = new Number(0);

    public function PieChart() {
        this._setup(_radius);

        for(var i:int=0;i<2;i++){
            this.addSlice(0xCF5351,'Maroon'); //maroon
            this.addSlice(0x3DA261,'Green'); //green
            this.addSlice(0x4485C3,'Blue'); //blue
            this.addSlice(0xF8F66D,'Yellow'); //yellow
            this.addSlice(0x9D499B,'Purple'); //purple
            this.addSlice(0xF99F44,'Orange'); //orange
        }
        this.x = 150;
        this.y = 150;
        this.draw();
    }

    public function addSlice(color:Number,text:String):void {
        var slice:Array = ["slice"+slices.length,color,text];
        slices.push(slice);
    }

    public function draw():void {
        var angle:Number=((100 / slices.length)*360)/100;

        for(var i:int=0;i<slices.length;i++){
            this._drawSlice(_radius,_startAngle,slices[i][1],1,angle,slices[i][2]);                         
            _startAngle-=angle;
        }
    }

    private function _drawSlice(radius:Number,angle:Number,color:Number,alpha:Number,arc:Number,txt:String):void {
        var sprite:Sprite = new Sprite();

        sprite.graphics.beginFill(color,alpha);

        //setup the variables
        var segAngle:Number, theta:Number, angle:Number, angleMid:Number, segs:Number, ax:Number, ay:Number, bx:Number, by:Number, cx:Number, cy:Number;

        //start at point 0,0
        sprite.graphics.moveTo(0, 0);
        //get the number of segments
        segs = Math.ceil(Math.abs(arc)/45);
        // Now calculate the sweep of each segment.
        segAngle = arc/segs;
        // The math requires radians rather than degrees. To convert from degrees
        // use the formula (degrees/180)*Math.PI to get radians.
        theta = -(segAngle/180)*Math.PI;
        // convert angle _startAngle to radians
        angle = -(_startAngle/180)*Math.PI;
        // draw the curve in segments no larger than 45 degrees.
        if (segs>0) {
            // draw a line from the center to the start of the curve
            ax = Math.cos(_startAngle/180*Math.PI)*radius;
            ay = Math.sin(-_startAngle/180*Math.PI)*radius;
            sprite.graphics.lineTo(ax, ay);

            // Loop for drawing curve segments
            for (var i:int = 0; i<segs; i++) {
                angle += theta;
                angleMid = angle-(theta/2);
                bx = Math.cos(angle)*radius;
                by = Math.sin(angle)*radius;
                cx = Math.cos(angleMid)*(radius/Math.cos(theta/2));
                cy = Math.sin(angleMid)*(radius/Math.cos(theta/2));
                sprite.graphics.curveTo(cx, cy, bx, by);
            }

            // close the wedge by drawing a line to the center
            sprite.graphics.lineTo(0, 0);
        }

        var txtFormat:TextFormat = new TextFormat();
        txtFormat.color = 0xFFFFFF;
        txtFormat.size = 16;

        var txtField:TextField = new TextField;
        txtField.text = txt;
        txtField.setTextFormat(txtFormat);

        var bmpData:BitmapData = new BitmapData(sprite.width,sprite.height,true,0x000000);
        bmpData.draw(txtField);

        var bmp:Bitmap = new Bitmap(bmpData,"auto",true);
        bmp.rotation = (_startAngle*-1)-20;
        bmp.y -= 20;

        sprite.addChild(bmp);
        this.addChild(sprite);
    }

    private function _setup(radius:Number):void {
        this._radius = radius;
    }

}

}


Solution

  • For simplicity's sake, I'm using embed fonts, but you can easily change that :) This is a quick solution based around your code, but the thinking was the same as explained earlier, I would favor creating a slice object with the text in the right position , then add the slice objects to form the wheel. Within your code I tried to replicate this, so I set a position for the textfield which is then added to a small container whose rotation is proportional to the numbers of slides. This can be improved but you should have enough elements to turn this into nicer code:

    package {
    import flash.display.Bitmap;
    import flash.display.BitmapData;
    import flash.display.MovieClip;
    import flash.display.Sprite;
    import flash.text.TextField;
     import flash.text.TextFormat;
    
    public class PieChart extends MovieClip{
    //settings
    private var _radius:Number = new Number(100);
    
    
    [Embed(source="fonts/Arial.ttf", 
        fontName="PCArial",
        mimeType="application/x-font-truetype",
        embedAsCFF= "false")]
    public var PCArial:Class; 
    
    //storage
    private var slices:Array = new Array();
    private var _startAngle:Number = new Number(0);
    
    public function PieChart() {
        this._setup(_radius);
    
        for(var i:int=0;i<2;i++){
            this.addSlice(0xCF5351,'Maroon'); //maroon
            this.addSlice(0x3DA261,'Green'); //green
            this.addSlice(0x4485C3,'Blue'); //blue
            this.addSlice(0xF8F66D,'Yellow'); //yellow
            this.addSlice(0x9D499B,'Purple'); //purple
            this.addSlice(0xF99F44,'Orange'); //orange
        }
        this.x = 150;
        this.y = 150;
        this.draw();
    }
    
    public function addSlice(color:Number,text:String):void {
        var slice:Array = ["slice"+slices.length,color,text];
        slices.push(slice);
    }
    
    public function draw():void {
        var angle:Number=((100 / slices.length)*360)/100;
    
        for(var i:int=0;i< slices.length;i++){
            this._drawSlice(_radius,_startAngle,slices[i][1],1,angle,slices[i][2] , i);                         
            _startAngle-=angle;
        }
    }
    
    private function _drawSlice(radius:Number,angle:Number,color:Number,alpha:Number,arc:Number,txt:String , j:int):void {
        var sprite:Sprite = new Sprite();
    
        sprite.graphics.beginFill(color,alpha);
    
        //setup the variables
        var segAngle:Number, theta:Number, angle:Number, angleMid:Number, segs:Number, ax:Number, ay:Number, bx:Number, by:Number, cx:Number, cy:Number;
    
        //start at point 0,0
        sprite.graphics.moveTo(0, 0);
        //get the number of segments
        segs = Math.ceil(Math.abs(arc)/45);
        // Now calculate the sweep of each segment.
        segAngle = arc/segs;
        // The math requires radians rather than degrees. To convert from degrees
        // use the formula (degrees/180)*Math.PI to get radians.
        theta = -(segAngle/180)*Math.PI;
        // convert angle _startAngle to radians
        angle = -(_startAngle/180)*Math.PI;
        // draw the curve in segments no larger than 45 degrees.
        if (segs>0) {
            // draw a line from the center to the start of the curve
            ax = Math.cos(_startAngle/180*Math.PI)*radius;
            ay = Math.sin(-_startAngle/180*Math.PI)*radius;
            sprite.graphics.lineTo(ax, ay);
    
            // Loop for drawing curve segments
            for (var i:int = 0; i<segs; i++) {
                angle += theta;
                angleMid = angle-(theta/2);
                bx = Math.cos(angle)*radius;
                by = Math.sin(angle)*radius;
                cx = Math.cos(angleMid)*(radius/Math.cos(theta/2));
                cy = Math.sin(angleMid)*(radius/Math.cos(theta/2));
                sprite.graphics.curveTo(cx, cy, bx, by);
            }
    
            // close the wedge by drawing a line to the center
            sprite.graphics.lineTo(0, 0);
        }
    
        var txtFormat:TextFormat = new TextFormat("PCArial");
        txtFormat.color = 0xFFFFFF;
        txtFormat.size = 16;
    
        var txtField:TextField = new TextField;
        txtField.text = txt;
        txtField.x = 30;
        txtField.y = -18;
        txtField.rotation = -18 ;
        txtField.embedFonts = true;
        txtField.setTextFormat(txtFormat);
    
        var txtSprite:Sprite = new Sprite();
    
        txtSprite.rotation = (360/slices.length * j);
        txtSprite.addChild(txtField);
    
        sprite.addChild(txtSprite);
        this.addChild(sprite);
    }
    
    private function _setup(radius:Number):void {
        this._radius = radius;
    }
       }
    
    }