You need to make a calculation based upon the rect of the vectorShape
sprite.
Here, pntToconvert is a point in the vertex list of a vector shape member,
prctDisplayArea is the rect of the vector shape sprite. It returns the
equivalent point on the stage.
on vpntPointToStage pntToConvert
pntToReturn = pntToconvert +
point(prctDisplayArea.left,prctDisplayArea.top)
return pntToReturn
end
Here is the reverse calculation which converts the point on the stage (ie.
the mouseloc) to a point in the castmember which you can then add to the
vertex list.
on vpntPointToMember pntToConvert
pntToReturn = pntToconvert -
point(prctDisplayArea.left,prctDisplayArea.top)
return pntToReturn
end
Note that if you are scaling the vector sprite things get more complex.
Hope this helps,
Steph
> -----Original Message-----
> From: Stevon Ritchie [mailto:[EMAIL PROTECTED]]
> Sent: Tuesday, October 10, 2000 12:47 PM
> To: [EMAIL PROTECTED]
> Subject: <lingo-l> Vectors on the hoof !
>
>
> Hi all,
>
> Are there any vector guru's out there ???
>
> I've made a handler that makes a vector shape on the fly
> according to the
> path of the mouse.
> ie. on mousedown start plotting points on mouseup create
> vector using the
> list as its vertexlist.
>
> All is fine except that i can't work out how to position the
> vector so that
> the last vertex point is exactly at the point at which the
> mouseup occurred.
> I can put the sprite.loc at that point but how do you work
> out the (offset)
> difference between that and the last vertex point ?
>
> frustrated,
> stevon
>
>
> [EMAIL PROTECTED]
>
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