All pastes #160687 Raw Edit

Anonymous

public text v1 · immutable
·published 2006-09-04 16:21 UTC
rendered paste body

			_root.draw_region.onEnterFrame = function()
			{
				//Upon entering frame, check list of objects being drawn
				for(i = 0; i < _root.currentDrawList.length()-1; i++)
				{
					//Since user could have drawn while this was drawing
					//Check how many, if any points need to be drawn this frame
					//Automatically need to draw if sinceLast = -1
					if(_root.currentDrawList[i].sinceLast == -1 || _root.currentDrawList[i].sinceLast == _root.currentDrawList[i].frameInterval)
					{	
						//Reset counter
						_root.currentDrawList[i].sinceLast = 1;
						//Now draw "points per frame" worth of points, or points left if there are less points left than ppf.
						//How many points left?
						var points_left = _root.currentDrawList[i].coords.length() - 1 - _root.currentDrawList[i].lastIndex;
						if(points_left >= _root.currentDrawList[i].ppf)
						{
							//Move to the last point point
							line.moveTo(_root.currentDrawList[i].coords[i_root.currentDrawList[i].lastIndex]);
							for(x = _root.currentDrawList[i].lastIndex + 1; x < _root.currentDrawList[i].lastIndex + 1 + _root.currentDrawList[i].ppf; x++)
							{
								line.lineTo(_root.currentDrawList[i].coords[x]);
								
								
							}
							
							
							
							
						} else {
							//Draw remaining points
							line.moveTo(_root.currentDrawList[i].coords[i_root.currentDrawList[i].lastIndex]);
							
							for(x = _root.currentDrawList[i].lastIndex + 1; x < _root.currentDrawList[i].lastIndex + 1 + pointsleft; x++)
							{
								line.lineTo(_root.currentDrawList[i].coords[x]);
								
								
							}							
							
						}
						//Set the last index
						_root.currentDrawList[i].lastIndex = x;
						//Check if it needs to be removed from list
						if(_root.currentDrawList[i].coords.length - 1 == _root.currentDrawList[i].coords[i_root.currentDrawList[i].lastIndex]
						
						
					}
					
					
					
					gotoAndPlay(2);
				}