Packageflash.display
Classpublic final class Graphics
InheritanceGraphics Inheritance Object

Language version: ActionScript 3.0
Runtime version: 

The Graphics class contains a set of methods that you can use to create a vector shape. Display objects that support drawing include Sprite and Shape objects. Each of these classes includes a graphics property that is a Graphics object. The following are among those helper functions provided for ease of use: drawRect(), drawRoundRect(), drawCircle(), and drawEllipse().

You cannot create a Graphics object directly from ActionScript code. If you call new Graphics(), an exception is thrown.

The Graphics class is final; it cannot be subclassed.

View the examples.



Public Properties
 PropertyDefined by
 Inheritedconstructor : Object
A reference to the class object or constructor function for a given object instance.
Object
 Inheritedprototype : Object
[static] A reference to the prototype object of a class or function object.
Object
Public Methods
 MethodDefined by
  
beginBitmapFill(bitmap:BitmapData, matrix:Matrix = null, repeat:Boolean = true, smooth:Boolean = false):void
Fills a drawing area with a bitmap image.
Graphics
  
beginFill(color:uint, alpha:Number = 1.0):void
Specifies a simple one-color fill that subsequent calls to other Graphics methods (such as lineTo() or drawCircle()) use when drawing.
Graphics
  
beginGradientFill(type:String, colors:Array, alphas:Array, ratios:Array, matrix:Matrix = null, spreadMethod:String = "pad", interpolationMethod:String = "rgb", focalPointRatio:Number = 0):void
Specifies a gradient fill used by subsequent calls to other Graphics methods (such as lineTo() or drawCircle()) for the object.
Graphics
  
beginShaderFill(shader:Shader, matrix:Matrix = null):void
Specifies a shader fill used by subsequent calls to other Graphics methods (such as lineTo() or drawCircle()) for the object.
Graphics
  
Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings.
Graphics
  
copyFrom(sourceGraphics:Graphics):void
Copies all of drawing commands from the source Graphics object into the calling Graphics object.
Graphics
  
cubicCurveTo(controlX1:Number, controlY1:Number, controlX2:Number, controlY2:Number, anchorX:Number, anchorY:Number):void
Draws a cubic Bezier curve from the current drawing position to the specified anchor point.
Graphics
  
curveTo(controlX:Number, controlY:Number, anchorX:Number, anchorY:Number):void
Draws a quadratic Bezier curve using the current line style from the current drawing position to (anchorX, anchorY) and using the control point that (controlX, controlY) specifies.
Graphics
  
Draws a circle.
Graphics
  
drawEllipse(x:Number, y:Number, width:Number, height:Number):void
Draws an ellipse.
Graphics
  
Submits a series of IGraphicsData instances for drawing.
Graphics
  
drawPath(commands:Vector.<int>, data:Vector.<Number>, winding:String = "evenOdd"):void
Submits a series of commands for drawing.
Graphics
  
drawRect(x:Number, y:Number, width:Number, height:Number):void
Draws a rectangle.
Graphics
  
drawRoundRect(x:Number, y:Number, width:Number, height:Number, ellipseWidth:Number, ellipseHeight:Number):void
Draws a rounded rectangle.
Graphics
  
drawTriangles(vertices:Vector.<Number>, indices:Vector.<int> = null, uvtData:Vector.<Number> = null, culling:String = "none"):void
Renders a set of triangles, typically to distort bitmaps and give them a three-dimensional appearance.
Graphics
  
Applies a fill to the lines and curves that were added since the last call to the beginFill(), beginGradientFill(), or beginBitmapFill() method.
Graphics
 Inherited
Indicates whether an object has a specified property defined.
Object
 Inherited
Indicates whether an instance of the Object class is in the prototype chain of the object specified as the parameter.
Object
  
lineBitmapStyle(bitmap:BitmapData, matrix:Matrix = null, repeat:Boolean = true, smooth:Boolean = false):void
Specifies a bitmap to use for the line stroke when drawing lines.
Graphics
  
lineGradientStyle(type:String, colors:Array, alphas:Array, ratios:Array, matrix:Matrix = null, spreadMethod:String = "pad", interpolationMethod:String = "rgb", focalPointRatio:Number = 0):void
Specifies a gradient to use for the stroke when drawing lines.
Graphics
  
lineShaderStyle(shader:Shader, matrix:Matrix = null):void
Specifies a shader to use for the line stroke when drawing lines.
Graphics
  
lineStyle(thickness:Number, color:uint = 0, alpha:Number = 1.0, pixelHinting:Boolean = false, scaleMode:String = "normal", caps:String = null, joints:String = null, miterLimit:Number = 3):void
Specifies a line style used for subsequent calls to Graphics methods such as the lineTo() method or the drawCircle() method.
Graphics
  
Draws a line using the current line style from the current drawing position to (x, y); the current drawing position is then set to (x, y).
Graphics
  
Moves the current drawing position to (x, y).
Graphics
 Inherited
Indicates whether the specified property exists and is enumerable.
Object
  
Queries a Sprite or Shape object (and optionally, its children) for its vector graphics content.
Graphics
 Inherited
Sets the availability of a dynamic property for loop operations.
Object
 Inherited
Returns the string representation of this object, formatted according to locale-specific conventions.
Object
 Inherited
Returns the string representation of the specified object.
Object
 Inherited
Returns the primitive value of the specified object.
Object
Method detail
beginBitmapFill()method
public function beginBitmapFill(bitmap:BitmapData, matrix:Matrix = null, repeat:Boolean = true, smooth:Boolean = false):void

Language version: ActionScript 3.0
Runtime version: 

Fills a drawing area with a bitmap image. The bitmap can be repeated or tiled to fill the area. The fill remains in effect until you call the beginFill(), beginBitmapFill(), beginGradientFill(), or beginShaderFill() method. Calling the clear() method clears the fill.

The application renders the fill whenever three or more points are drawn, or when the endFill() method is called.

Parameters
bitmap:BitmapData — A transparent or opaque bitmap image that contains the bits to be displayed.
 
matrix:Matrix (default = null) — A matrix object (of the flash.geom.Matrix class), which you can use to define transformations on the bitmap. For example, you can use the following matrix to rotate a bitmap by 45 degrees (pi/4 radians):
	 matrix = new flash.geom.Matrix(); 
	 matrix.rotate(Math.PI / 4);
	 
 
repeat:Boolean (default = true) — If true, the bitmap image repeats in a tiled pattern. If false, the bitmap image does not repeat, and the edges of the bitmap are used for any fill area that extends beyond the bitmap.

For example, consider the following bitmap (a 20 x 20-pixel checkerboard pattern):

20 by 20 pixel checkerboard

When repeat is set to true (as in the following example), the bitmap fill repeats the bitmap:

60 by 60 pixel checkerboard

When repeat is set to false, the bitmap fill uses the edge pixels for the fill area outside the bitmap:

60 by 60 pixel image with no repeating

 
smooth:Boolean (default = false) — If false, upscaled bitmap images are rendered by using a nearest-neighbor algorithm and look pixelated. If true, upscaled bitmap images are rendered by using a bilinear algorithm. Rendering by using the nearest neighbor algorithm is faster.

See also


Example
The following example uses an image (image1.jpg) that is rotated and repeated to fill in a rectangle.
  1. The image file (image1.jpg) is loaded using the Loader and URLRequest objects. Here the file is in the same directory as the SWF file. The SWF file needs to be compiled with Local Playback Security set to Access Local Files Only.
  2. When the image is loaded (Event is complete), the drawImage() method is called. The ioErrorHandler() method writes a trace comment if the image was not loaded properly.
  3. In drawImage() method, a BitmapData object is instantiated and its width and height are set to the image (image1.jpg). Then the source image is drawn into the BitmapData object. Next, a rectangle is drawn in the mySprite Sprite object and the BitmapData object is used to fill it. Using a Matrix object, the beginBitmapFill() method rotates the image 45 degrees, then it begins filling the rectangle with the image until it is finished.
package {
    import flash.display.Sprite;
    import flash.display.BitmapData;
    import flash.display.Loader;
    import flash.net.URLRequest;
    import flash.events.Event;
    import flash.events.IOErrorEvent;
    import flash.geom.Matrix;

    public class Graphics_beginBitmapFillExample extends Sprite {
 
        private var url:String = "image1.jpg";
        private var loader:Loader = new Loader();

        public function Graphics_beginBitmapFillExample() {

            var request:URLRequest = new URLRequest(url);
            
            loader.load(request);
            loader.contentLoaderInfo.addEventListener(Event.COMPLETE, drawImage);
            loader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, ioErrorHandler);
        }

        private function drawImage(event:Event):void {

            var mySprite:Sprite = new Sprite();
            var myBitmap:BitmapData = new BitmapData(loader.width, loader.height, false);
  
            myBitmap.draw(loader, new Matrix());
            
            var matrix:Matrix = new Matrix();
            matrix.rotate(Math.PI/4);
            
            mySprite.graphics.beginBitmapFill(myBitmap, matrix, true);
            mySprite.graphics.drawRect(100, 50, 200, 90);
            mySprite.graphics.endFill();
            
            addChild(mySprite);
        }
 
         private function ioErrorHandler(event:IOErrorEvent):void {
            trace("Unable to load image: " + url);
        }
    }   
}

beginFill()method 
public function beginFill(color:uint, alpha:Number = 1.0):void

Language version: ActionScript 3.0
Runtime version: 

Specifies a simple one-color fill that subsequent calls to other Graphics methods (such as lineTo() or drawCircle()) use when drawing. The fill remains in effect until you call the beginFill(), beginBitmapFill(), beginGradientFill(), or beginShaderFill() method. Calling the clear() method clears the fill.

The application renders the fill whenever three or more points are drawn, or when the endFill() method is called.

Parameters
color:uint — The color of the fill (0xRRGGBB).
 
alpha:Number (default = 1.0) — The alpha value of the fill (0.0 to 1.0).

See also


Example

beginGradientFill()method 
public function beginGradientFill(type:String, colors:Array, alphas:Array, ratios:Array, matrix:Matrix = null, spreadMethod:String = "pad", interpolationMethod:String = "rgb", focalPointRatio:Number = 0):void

Language version: ActionScript 3.0
Runtime version: 

Specifies a gradient fill used by subsequent calls to other Graphics methods (such as lineTo() or drawCircle()) for the object. The fill remains in effect until you call the beginFill(), beginBitmapFill(), beginGradientFill(), or beginShaderFill() method. Calling the clear() method clears the fill.

The application renders the fill whenever three or more points are drawn, or when the endFill() method is called.

Parameters
type:String — A value from the GradientType class that specifies which gradient type to use: GradientType.LINEAR or GradientType.RADIAL.
 
colors:Array — An array of RGB hexadecimal color values used in the gradient; for example, red is 0xFF0000, blue is 0x0000FF, and so on. You can specify up to 15 colors. For each color, specify a corresponding value in the alphas and ratios parameters.
 
alphas:Array — An array of alpha values for the corresponding colors in the colors array; valid values are 0 to 1. If the value is less than 0, the default is 0. If the value is greater than 1, the default is 1.
 
ratios:Array — An array of color distribution ratios; valid values are 0-255. This value defines the percentage of the width where the color is sampled at 100%. The value 0 represents the left position in the gradient box, and 255 represents the right position in the gradient box.

Note: This value represents positions in the gradient box, not the coordinate space of the final gradient, which can be wider or thinner than the gradient box. Specify a value for each value in the colors parameter.

For example, for a linear gradient that includes two colors, blue and green, the following example illustrates the placement of the colors in the gradient based on different values in the ratios array:

ratios Gradient
[0, 127] linear gradient blue to green with ratios 0 and 127
[0, 255] linear gradient blue to green with ratios 0 and 255
[127, 255] linear gradient blue to green with ratios 127 and 255

The values in the array must increase sequentially; for example, [0, 63, 127, 190, 255].

 
matrix:Matrix (default = null) — A transformation matrix as defined by the flash.geom.Matrix class. The flash.geom.Matrix class includes a createGradientBox() method, which lets you conveniently set up the matrix for use with the beginGradientFill() method.
 
spreadMethod:String (default = "pad") — A value from the SpreadMethod class that specifies which spread method to use, either: SpreadMethod.PAD, SpreadMethod.REFLECT, or SpreadMethod.REPEAT.

For example, consider a simple linear gradient between two colors:

	 import flash.geom.*
	 import flash.display.*
	 var fillType:String = GradientType.LINEAR;
	 var colors:Array = [0xFF0000, 0x0000FF];
	 var alphas:Array = [1, 1];
	 var ratios:Array = [0x00, 0xFF];
	 var matr:Matrix = new Matrix();
	 matr.createGradientBox(20, 20, 0, 0, 0);
	 var spreadMethod:String = SpreadMethod.PAD;
	 this.graphics.beginGradientFill(fillType, colors, alphas, ratios, matr, spreadMethod);		
	 this.graphics.drawRect(0,0,100,100);
	 

This example uses SpreadMethod.PAD for the spread method, and the gradient fill looks like the following:

linear gradient with SpreadMethod.PAD

If you use SpreadMethod.REFLECT for the spread method, the gradient fill looks like the following:

linear gradient with SpreadMethod.REFLECT

If you use SpreadMethod.REPEAT for the spread method, the gradient fill looks like the following:

linear gradient with SpreadMethod.REPEAT

 
interpolationMethod:String (default = "rgb") — A value from the InterpolationMethod class that specifies which value to use: InterpolationMethod.LINEAR_RGB or InterpolationMethod.RGB

For example, consider a simple linear gradient between two colors (with the spreadMethod parameter set to SpreadMethod.REFLECT). The different interpolation methods affect the appearance as follows:

linear gradient with InterpolationMethod.LINEAR_RGB linear gradient with InterpolationMethod.RGB
InterpolationMethod.LINEAR_RGB InterpolationMethod.RGB
 
focalPointRatio:Number (default = 0) — A number that controls the location of the focal point of the gradient. 0 means that the focal point is in the center. 1 means that the focal point is at one border of the gradient circle. -1 means that the focal point is at the other border of the gradient circle. A value less than -1 or greater than 1 is rounded to -1 or 1. For example, the following example shows a focalPointRatio set to 0.75:

radial gradient with focalPointRatio set to 0.75


Throws
ArgumentError — If the type parameter is not valid.

See also

beginShaderFill()method 
public function beginShaderFill(shader:Shader, matrix:Matrix = null):void

Language version: ActionScript 3.0
Runtime version: AIR 1.5

Specifies a shader fill used by subsequent calls to other Graphics methods (such as lineTo() or drawCircle()) for the object. The fill remains in effect until you call the beginFill(), beginBitmapFill(), beginGradientFill(), or beginShaderFill() method. Calling the clear() method clears the fill.

The application renders the fill whenever three or more points are drawn, or when the endFill() method is called.

Shader fills are not supported under GPU rendering; filled areas will be colored cyan.

Parameters
shader:Shader — The shader to use for the fill. This Shader instance is not required to specify an image input. However, if an image input is specified in the shader, the input must be provided manually. To specify the input, set the input property of the corresponding ShaderInput property of the Shader.data property.

When you pass a Shader instance as an argument the shader is copied internally. The drawing fill operation uses that internal copy, not a reference to the original shader. Any changes made to the shader, such as changing a parameter value, input, or bytecode, are not applied to the copied shader that's used for the fill.

 
matrix:Matrix (default = null) — A matrix object (of the flash.geom.Matrix class), which you can use to define transformations on the shader. For example, you can use the following matrix to rotate a shader by 45 degrees (pi/4 radians):
	 matrix = new flash.geom.Matrix(); 
	 matrix.rotate(Math.PI / 4);
	 

The coordinates received in the shader are based on the matrix that is specified for the matrix parameter. For a default (null) matrix, the coordinates in the shader are local pixel coordinates which can be used to sample an input.


Throws
ArgumentError — When the shader output type is not compatible with this operation (the shader must specify a pixel3 or pixel4 output).
 
ArgumentError — When the shader specifies an image input that isn't provided.
 
ArgumentError — When a ByteArray or Vector.<Number> instance is used as an input and the width and height properties aren't specified for the ShaderInput, or the specified values don't match the amount of data in the input object. See the ShaderInput.input property for more information.

See also

clear()method 
public function clear():void

Language version: ActionScript 3.0
Runtime version: 

Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings.

copyFrom()method 
public function copyFrom(sourceGraphics:Graphics):void

Language version: ActionScript 3.0
Runtime version: AIR 1.5

Copies all of drawing commands from the source Graphics object into the calling Graphics object.

Parameters
sourceGraphics:Graphics — The Graphics object from which to copy the drawing commands.
cubicCurveTo()method 
public function cubicCurveTo(controlX1:Number, controlY1:Number, controlX2:Number, controlY2:Number, anchorX:Number, anchorY:Number):void

Language version: ActionScript 3.0
Runtime version: AIR 3

Draws a cubic Bezier curve from the current drawing position to the specified anchor point. Cubic Bezier curves consist of two anchor points and two control points. The curve interpolates the two anchor points and curves toward the two control points.

cubic bezier

The four points you use to draw a cubic Bezier curve with the cubicCurveTo() method are as follows:

If you call the cubicCurveTo() method before calling the moveTo() method, your curve starts at position (0, 0).

If the cubicCurveTo() method succeeds, the Flash runtime sets the current drawing position to (anchorX, anchorY). If the cubicCurveTo() method fails, the current drawing position remains unchanged.

If your movie clip contains content created with the Flash drawing tools, the results of calls to the cubicCurveTo() method are drawn underneath that content.

Parameters
controlX1:Number — Specifies the horizontal position of the first control point relative to the registration point of the parent display object.
 
controlY1:Number — Specifies the vertical position of the first control point relative to the registration point of the parent display object.
 
controlX2:Number — Specifies the horizontal position of the second control point relative to the registration point of the parent display object.
 
controlY2:Number — Specifies the vertical position of the second control point relative to the registration point of the parent display object.
 
anchorX:Number — Specifies the horizontal position of the anchor point relative to the registration point of the parent display object.
 
anchorY:Number — Specifies the vertical position of the anchor point relative to the registration point of the parent display object.

Example
**
 * @exampleText The following example draws a blue circular object with a width and height of 100
 * pixels, 250 pixels to the right from the registration point (0, 0) of Sprite display object. 
 *
 * <p>Draw four curves to produce a circle and fill it blue.</p>
 *   
 * <p>Note that due to the nature of the cubic Bezier equation, this is not a perfect circle.
 * The best way to draw a circle is to use the Graphics class's <code>drawCircle()</code> method.</p>
*/
package {
    import flash.display.Sprite;
    import flash.display.Shape;
    
    public class Graphics_cubicCurveToExample extends Sprite
    {
        public function Graphics_cubicCurveToExample():void
        {
            var rounderObject:Shape = new Shape();

            rounderObject.graphics.beginFill(0x0000FF);
            rounderObject.graphics.moveTo(250, 0);
            rounderObject.graphics.cubicCurveTo(275, 0, 300, 25, 300, 50);
            rounderObject.graphics.cubicCurveTo(300, 75, 275, 100, 250, 100);
            rounderObject.graphics.cubicCurveTo(225, 100, 200, 75, 200, 50);
            rounderObject.graphics.cubicCurveTo(200, 25, 225, 0, 250, 0);
            rounderObject.graphics.endFill();
            
            this.addChild(rounderObject);
        }
    }
}

curveTo()method 
public function curveTo(controlX:Number, controlY:Number, anchorX:Number, anchorY:Number):void

Language version: ActionScript 3.0
Runtime version: 

Draws a quadratic Bezier curve using the current line style from the current drawing position to (anchorX, anchorY) and using the control point that (controlX, controlY) specifies. The current drawing position is then set to (anchorX, anchorY). If the movie clip in which you are drawing contains content created with the Flash drawing tools, calls to the curveTo() method are drawn underneath this content. If you call the curveTo() method before any calls to the moveTo() method, the default of the current drawing position is (0, 0). If any of the parameters are missing, this method fails and the current drawing position is not changed.

The curve drawn is a quadratic Bezier curve. Quadratic Bezier curves consist of two anchor points and one control point. The curve interpolates the two anchor points and curves toward the control point.

quadratic bezier

Parameters
controlX:Number — A number that specifies the horizontal position of the control point relative to the registration point of the parent display object.
 
controlY:Number — A number that specifies the vertical position of the control point relative to the registration point of the parent display object.
 
anchorX:Number — A number that specifies the horizontal position of the next anchor point relative to the registration point of the parent display object.
 
anchorY:Number — A number that specifies the vertical position of the next anchor point relative to the registration point of the parent display object.

Example
The following example draws a green circular object with a width and height of 100 pixels, 250 pixels to the right from the registration point (0, 0) of Sprite display object.

Draw four curves to produce a circle and fill it green.

Note that due to the nature of the quadratic Bezier equation, this is not a perfect circle. The best way to draw a circle is to use the Graphics class's drawCircle() method.

package {
    import flash.display.Sprite;
    import flash.display.Shape;
    
    public class Graphics_curveToExample1 extends Sprite
    {
        public function Graphics_curveToExample1():void
        {
            var roundObject:Shape = new Shape();

            roundObject.graphics.beginFill(0x00FF00);
            roundObject.graphics.moveTo(250, 0);
            roundObject.graphics.curveTo(300, 0, 300, 50);
            roundObject.graphics.curveTo(300, 100, 250, 100);
            roundObject.graphics.curveTo(200, 100, 200, 50);
            roundObject.graphics.curveTo(200, 0, 250, 0);
            roundObject.graphics.endFill();
            
            this.addChild(roundObject);
        }
    }
}

The following example draws a new moon using curveTo() method.

Two curve lines of 1 pixel are drawn and the space in between is filled white. The moveTo() method is used to position the current drawing position to coordinates (100, 100). The first curve moves the drawing position to (100, 200), its destination point. The second curve returns the position back to the starting position (100, 100), its destination point. The horizontal control points determine the different curve sizes.

package {
    import flash.display.Sprite;
    import flash.display.Shape;

    public class Graphics_curveToExample2 extends Sprite
    {
        public function Graphics_curveToExample2() {
            var newMoon:Shape = new Shape();
            
            newMoon.graphics.lineStyle(1, 0);
            newMoon.graphics.beginFill(0xFFFFFF);
            newMoon.graphics.moveTo(100, 100); 
            newMoon.graphics.curveTo(30, 150, 100, 200);    
            newMoon.graphics.curveTo(50, 150, 100, 100);
            graphics.endFill();
            
            this.addChild(newMoon);
        }
    }
}

drawCircle()method 
public function drawCircle(x:Number, y:Number, radius:Number):void

Language version: ActionScript 3.0
Runtime version: 

Draws a circle. Set the line style, fill, or both before you call the drawCircle() method, by calling the linestyle(), lineGradientStyle(), beginFill(), beginGradientFill(), or beginBitmapFill() method.

Parameters
x:Number — The x location of the center of the circle relative to the registration point of the parent display object (in pixels).
 
y:Number — The y location of the center of the circle relative to the registration point of the parent display object (in pixels).
 
radius:Number — The radius of the circle (in pixels).

See also


Example

drawEllipse()method 
public function drawEllipse(x:Number, y:Number, width:Number, height:Number):void

Language version: ActionScript 3.0
Runtime version: 

Draws an ellipse. Set the line style, fill, or both before you call the drawEllipse() method, by calling the linestyle(), lineGradientStyle(), beginFill(), beginGradientFill(), or beginBitmapFill() method.

Parameters
x:Number — The x location of the top-left of the bounding-box of the ellipse relative to the registration point of the parent display object (in pixels).
 
y:Number — The y location of the top left of the bounding-box of the ellipse relative to the registration point of the parent display object (in pixels).
 
width:Number — The width of the ellipse (in pixels).
 
height:Number — The height of the ellipse (in pixels).

See also


Example
The following example uses the function drawEgg() to draw three different sized eggs (three sizes of ellipses), depending on the eggSize parameter.
  1. The constructor calls the function drawEgg() and passes the horizontal and vertical parameters for where the egg should be drawn, plus the type of egg (eggSize). (The height and width of the eggs (the ellipses) can be used to decide where to display them.)
  2. Function drawEgg() draws the different size ellipses and fills them white using beginFill() method. There is no advance error handling written for his function.
package {
    import flash.display.Sprite;
    import flash.display.Shape;

    public class Graphics_drawEllipseExample extends Sprite
    {
        public static const SMALL:uint = 0;
        public static const MEDIUM:uint = 1;
        public static const LARGE:uint = 2;

        public function Graphics_drawEllipseExample()
        {
            drawEgg(SMALL, 0, 100);
            drawEgg(MEDIUM, 100, 60);
            drawEgg(LARGE, 250, 35);    
        }

        public function drawEgg(eggSize:uint, x:Number, y:Number):void  {
            
            var myEgg:Shape = new Shape();
            
            myEgg.graphics.beginFill(0xFFFFFF);
            myEgg.graphics.lineStyle(1);

            switch(eggSize) {
                case SMALL:
                    myEgg.graphics.drawEllipse(x, y, 60, 70);
                    break;
                case MEDIUM:
                    myEgg.graphics.drawEllipse(x, y, 120, 150);    
                    break;
                case LARGE:
                    myEgg.graphics.drawEllipse(x, y, 150, 200);
                    break;
                default:
                    trace ("Wrong size! There is no egg.");
                break;            
            }
            
            myEgg.graphics.endFill();
    
            this.addChild(myEgg);
        }
    }
}

drawGraphicsData()method 
public function drawGraphicsData(graphicsData:Vector.<IGraphicsData>):void

Language version: ActionScript 3.0
Runtime version: AIR 1.5

Submits a series of IGraphicsData instances for drawing. This method accepts a Vector containing objects including paths, fills, and strokes that implement the IGraphicsData interface. A Vector of IGraphicsData instances can refer to a part of a shape, or a complex fully defined set of data for rendering a complete shape.

Graphics paths can contain other graphics paths. If the graphicsData Vector includes a path, that path and all its sub-paths are rendered during this operation.

Parameters
graphicsData:Vector.<IGraphicsData> — A Vector containing graphics objects, each of which much implement the IGraphicsData interface.

See also


Example
The following example creates a GraphicsGradientFill object to establish the fill properties for a square. Then, the example creates a GraphicsStroke object (for the line thickness) and a GraphicsSolidFill object (for the line color) to set the properties for the border line of the square. The example then creates a GraphicsPath object to contain the values for drawing the shape. All of these objects are stored in an IGraphicsData object and passed to the drawGraphicsData() command to render the shape.
package
{
    import flash.display.*;
    import flash.geom.*;

    public class DrawGraphicsDataExample extends Sprite
    {
        public function DrawGraphicsDataExample()
        {
            // establish the fill properties
            var myFill:GraphicsGradientFill = new GraphicsGradientFill();
            myFill.colors = [0xEEFFEE, 0x0000FF];
            myFill.matrix = new Matrix();
            myFill.matrix.createGradientBox(100, 100, 0);
            
            // establish the stroke properties
            var myStroke:GraphicsStroke = new GraphicsStroke(2);
            myStroke.fill = new GraphicsSolidFill(0x000000);
            
            // establish the path properties
            var pathCommands = new Vector.<int>(5, true);
            pathCommands[0] = GraphicsPathCommand.MOVE_TO;
            pathCommands[1] = GraphicsPathCommand.LINE_TO;
            pathCommands[2] = GraphicsPathCommand.LINE_TO;
            pathCommands[3] = GraphicsPathCommand.LINE_TO;
            pathCommands[4] = GraphicsPathCommand.LINE_TO;
            
            var pathCoordinates:Vector.<Number> = new Vector.<Number>(10, true);
            pathCoordinates.push(10,10, 10,100, 100,100, 100,10, 10,10);
            
            var myPath:GraphicsPath = new GraphicsPath(pathCommands, pathCoordinates);
            
            // populate the IGraphicsData Vector array
            var myDrawing:Vector.<IGraphicsData> = new Vector.<IGraphicsData>(3, true);
            myDrawing[0] = myFill;
            myDrawing[1] = myStroke;
            myDrawing[2] = myPath;
            
            // render the drawing
            graphics.drawGraphicsData(myDrawing);
        }
    }
}

drawPath()method 
public function drawPath(commands:Vector.<int>, data:Vector.<Number>, winding:String = "evenOdd"):void

Language version: ActionScript 3.0
Runtime version: AIR 1.5

Submits a series of commands for drawing. The drawPath() method accepts a Vector of individual moveTo(), lineTo(), and curveTo() drawing commands, combining them into a single call. The drawPath() method parameters combine drawing commands with x- and y-coordinate value pairs and a drawing direction. The drawing commands are integers, represented as constants defined in the GraphicsPathCommand class. The x- and y-coordinate value pairs are Numbers in an array where each pair defines a coordinate location. The drawing direction is a value from the GraphicsPathWinding class.

Generally, drawings render faster with drawPath() than with a series of individual lineTo() and curveTo() method calls.

The drawPath() method uses a uses a floating computation so rotation and scaling of shapes is more accurate and gives better results. However, curves submitted using the drawPath() method can have small sub-pixel alignment errors when used in conjunction with the lineTo() and curveTo() methods.

The drawPath() method also uses slightly different rules for filling and drawing lines. They are:

Parameters
commands:Vector.<int> — A Vector of integers representing drawing commands. The set of accepted values is defined by the constants in the GraphicsPathCommand class.
 
data:Vector.<Number> — A Vector of Number instances where each pair of numbers is treated as a coordinate location (an x, y pair). The x- and y-coordinate value pairs are not Point objects; the data vector is a series of numbers where each group of two numbers represents a coordinate location.
 
winding:String (default = "evenOdd") — Specifies the winding rule using a value defined in the GraphicsPathWinding class.

See also


Example
The following example populates two Vector objects, then passes them to the drawPath() method to render a blue star. The first Vector, star_commands, contains a series of constants representing drawing commands from the GraphicsPathCommand class. The second Vector, star_coord, contains 5 sets of x- and y-coordinate pairs. The drawPath() method matches the commands with the positions to draw a star.
package
{
    import flash.display.*;
        
    public class DrawPathExample extends Sprite
    {
        public function DrawPathExample()
        {
            var star_commands:Vector.<int> = new Vector.<int>(5, true);
            
            star_commands[0] = GraphicsPathCommand.MOVE_TO;
            star_commands[1] = GraphicsPathCommand.LINE_TO;
            star_commands[2] = GraphicsPathCommand.LINE_TO;
            star_commands[3] = GraphicsPathCommand.LINE_TO;
            star_commands[4] = GraphicsPathCommand.LINE_TO;
            
            var star_coord:Vector.<Number> = new Vector.<Number>(10, true);
            star_coord[0] = 66; //x
            star_coord[1] = 10; //y 
            star_coord[2] = 23; 
            star_coord[3] = 127; 
            star_coord[4] = 122; 
            star_coord[5] = 50; 
            star_coord[6] = 10; 
            star_coord[7] = 49; 
            star_coord[8] = 109; 
            star_coord[9] = 127;
            
            graphics.beginFill(0x003366);
            graphics.drawPath(star_commands, star_coord);
        }
    }
}

Note: By default, the drawPath() method uses the even-odd winding type. So, the center of the star is not filled. Specify the non-zero winding type for the third parameter to fill the center of the star:
 graphics.drawPath(star_commands, star_coord, GraphicsPathWinding.NON_ZERO);
 


drawRect()method 
public function drawRect(x:Number, y:Number, width:Number, height:Number):void

Language version: ActionScript 3.0
Runtime version: 

Draws a rectangle. Set the line style, fill, or both before you call the drawRect() method, by calling the linestyle(), lineGradientStyle(), beginFill(), beginGradientFill(), or beginBitmapFill() method.

Parameters
x:Number — A number indicating the horizontal position relative to the registration point of the parent display object (in pixels).
 
y:Number — A number indicating the vertical position relative to the registration point of the parent display object (in pixels).
 
width:Number — The width of the rectangle (in pixels).
 
height:Number — The height of the rectangle (in pixels).

Throws
ArgumentError — If the width or height parameters are not a number (Number.NaN).

See also


Example
The following example shows how you can draw shapes in ActionScript 3.0. Example provided by ActionScriptExamples.com.
var movieClip:MovieClip = new MovieClip();
movieClip.graphics.beginFill(0xFF0000);
movieClip.graphics.drawRect(0, 0, 100, 80);
movieClip.graphics.endFill();
movieClip.x = 10;
movieClip.y = 10;
addChild(movieClip);

drawRoundRect()method 
public function drawRoundRect(x:Number, y:Number, width:Number, height:Number, ellipseWidth:Number, ellipseHeight:Number):void

Language version: ActionScript 3.0
Runtime version: 

Draws a rounded rectangle. Set the line style, fill, or both before you call the drawRoundRect() method, by calling the linestyle(), lineGradientStyle(), beginFill(), beginGradientFill(), or beginBitmapFill() method.

Parameters
x:Number — A number indicating the horizontal position relative to the registration point of the parent display object (in pixels).
 
y:Number — A number indicating the vertical position relative to the registration point of the parent display object (in pixels).
 
width:Number — The width of the round rectangle (in pixels).
 
height:Number — The height of the round rectangle (in pixels).
 
ellipseWidth:Number — The width of the ellipse used to draw the rounded corners (in pixels).
 
ellipseHeight:Number — The height of the ellipse used to draw the rounded corners (in pixels). Optional; if no value is specified, the default value matches that provided for the ellipseWidth parameter.

Throws
ArgumentError — If the width, height, ellipseWidth or ellipseHeight parameters are not a number (Number.NaN).

See also


Example

drawTriangles()method 
public function drawTriangles(vertices:Vector.<Number>, indices:Vector.<int> = null, uvtData:Vector.<Number> = null, culling:String = "none"):void

Language version: ActionScript 3.0
Runtime version: AIR 1.5

Renders a set of triangles, typically to distort bitmaps and give them a three-dimensional appearance. The drawTriangles() method maps either the current fill, or a bitmap fill, to the triangle faces using a set of (u,v) coordinates.

Any type of fill can be used, but if the fill has a transform matrix that transform matrix is ignored.

A uvtData parameter improves texture mapping when a bitmap fill is used.

Parameters
vertices:Vector.<Number> — A Vector of Numbers where each pair of numbers is treated as a coordinate location (an x, y pair). The vertices parameter is required.
 
indices:Vector.<int> (default = null) — A Vector of integers or indexes, where every three indexes define a triangle. If the indexes parameter is null then every three vertices (six x,y pairs in the vertices Vector) defines a triangle. Otherwise each index refers to a vertex, which is a pair of numbers in the vertices Vector. For example indexes[1] refers to (vertices[2], vertices[3]). The indexes parameter is optional, but indexes generally reduce the amount of data submitted and the amount of data computed.
 
uvtData:Vector.<Number> (default = null) — A Vector of normalized coordinates used to apply texture mapping. Each coordinate refers to a point on the bitmap used for the fill. You must have one UV or one UVT coordinate per vertex. In UV coordinates, (0,0) is the upper left of the bitmap, and (1,1) is the lower right of the bitmap.

If the length of this vector is twice the length of the vertices vector then normalized coordinates are used without perspective correction.

If the length of this vector is three times the length of the vertices vector then the third coordinate is interpreted as 't' (the distance from the eye to the texture in eye space). This helps the rendering engine correctly apply perspective when mapping textures in three dimensions.

If the uvtData parameter is null, then normal fill rules (and any fill type) apply.

 
culling:String (default = "none") — Specifies whether to render triangles that face in a specified direction. This parameter prevents the rendering of triangles that cannot be seen in the current view. This parameter can be set to any value defined by the TriangleCulling class.

See also

endFill()method 
public function endFill():void

Language version: ActionScript 3.0
Runtime version: 

Applies a fill to the lines and curves that were added since the last call to the beginFill(), beginGradientFill(), or beginBitmapFill() method. Flash uses the fill that was specified in the previous call to the beginFill(), beginGradientFill(), or beginBitmapFill() method. If the current drawing position does not equal the previous position specified in a moveTo() method and a fill is defined, the path is closed with a line and then filled.

See also

lineBitmapStyle()method 
public function lineBitmapStyle(bitmap:BitmapData, matrix:Matrix = null, repeat:Boolean = true, smooth:Boolean = false):void

Language version: ActionScript 3.0
Runtime version: AIR 1.5

Specifies a bitmap to use for the line stroke when drawing lines.

The bitmap line style is used for subsequent calls to Graphics methods such as the lineTo() method or the drawCircle() method. The line style remains in effect until you call the lineStyle() or lineGradientStyle() methods, or the lineBitmapStyle() method again with different parameters.

You can call the lineBitmapStyle() method in the middle of drawing a path to specify different styles for different line segments within a path.

Call the lineStyle() method before you call the lineBitmapStyle() method to enable a stroke, or else the value of the line style is undefined.

Calls to the clear() method set the line style back to undefined.

Parameters
bitmap:BitmapData — The bitmap to use for the line stroke.
 
matrix:Matrix (default = null) — An optional transformation matrix as defined by the flash.geom.Matrix class. The matrix can be used to scale or otherwise manipulate the bitmap before applying it to the line style.
 
repeat:Boolean (default = true) — Whether to repeat the bitmap in a tiled fashion.
 
smooth:Boolean (default = false) — Whether smoothing should be applied to the bitmap.

See also

lineGradientStyle()method 
public function lineGradientStyle(type:String, colors:Array, alphas:Array, ratios:Array, matrix:Matrix = null, spreadMethod:String = "pad", interpolationMethod:String = "rgb", focalPointRatio:Number = 0):void

Language version: ActionScript 3.0
Runtime version: 

Specifies a gradient to use for the stroke when drawing lines.

The gradient line style is used for subsequent calls to Graphics methods such as the lineTo() methods or the drawCircle() method. The line style remains in effect until you call the lineStyle() or lineBitmapStyle() methods, or the lineGradientStyle() method again with different parameters.

You can call the lineGradientStyle() method in the middle of drawing a path to specify different styles for different line segments within a path.

Call the lineStyle() method before you call the lineGradientStyle() method to enable a stroke, or else the value of the line style is undefined.

Calls to the clear() method set the line style back to undefined.

Parameters
type:String — A value from the GradientType class that specifies which gradient type to use, either GradientType.LINEAR or GradientType.RADIAL.
 
colors:Array — An array of RGB hex color values to be used in the gradient (for example, red is 0xFF0000, blue is 0x0000FF, and so on).
 
alphas:Array — An array of alpha values for the corresponding colors in the colors array; valid values are 0 to 1. If the value is less than 0, the default is 0. If the value is greater than 1, the default is 1.
 
ratios:Array — An array of color distribution ratios; valid values are from 0 to 255. This value defines the percentage of the width where the color is sampled at 100%. The value 0 represents the left position in the gradient box, and 255 represents the right position in the gradient box. This value represents positions in the gradient box, not the coordinate space of the final gradient, which can be wider or thinner than the gradient box. Specify a value for each value in the colors parameter.

For example, for a linear gradient that includes two colors, blue and green, the following figure illustrates the placement of the colors in the gradient based on different values in the ratios array:

ratios Gradient
[0, 127] linear gradient blue to green with ratios 0 and 127
[0, 255] linear gradient blue to green with ratios 0 and 255
[127, 255] linear gradient blue to green with ratios 127 and 255

The values in the array must increase, sequentially; for example, [0, 63, 127, 190, 255].

 
matrix:Matrix (default = null) — A transformation matrix as defined by the flash.geom.Matrix class. The flash.geom.Matrix class includes a createGradientBox() method, which lets you conveniently set up the matrix for use with the lineGradientStyle() method.
 
spreadMethod:String (default = "pad") — A value from the SpreadMethod class that specifies which spread method to use:

linear gradient with SpreadMethod.PAD linear gradient with SpreadMethod.REFLECT linear gradient with SpreadMethod.REPEAT
SpreadMethod.PAD SpreadMethod.REFLECT SpreadMethod.REPEAT

 
interpolationMethod:String (default = "rgb") — A value from the InterpolationMethod class that specifies which value to use. For example, consider a simple linear gradient between two colors (with the spreadMethod parameter set to SpreadMethod.REFLECT). The different interpolation methods affect the appearance as follows:

linear gradient with InterpolationMethod.LINEAR_RGB linear gradient with InterpolationMethod.RGB
InterpolationMethod.LINEAR_RGB InterpolationMethod.RGB

 
focalPointRatio:Number (default = 0) — A number that controls the location of the focal point of the gradient. The value 0 means the focal point is in the center. The value 1 means the focal point is at one border of the gradient circle. The value -1 means that the focal point is at the other border of the gradient circle. Values less than -1 or greater than 1 are rounded to -1 or 1. The following image shows a gradient with a focalPointRatio of -0.75:

radial gradient with focalPointRatio set to 0.75

See also


Example
The following example draws a rectangle and a circle that use a gradient stroke from red to green to blue.

The method createGradientBox() from the Matrix class is used to define the gradient box to 200 width and 40 height. The thickness of line is set to 5 pixels. Thickness of the stroke must be defined for lineGradientStyle() method. The gradient is set to linear. Colors for the gradient are set to red, green, and blue. Transparency (alpha value) for the colors is set to 1 (opaque). The distribution of gradient is even, where the colors are sampled at 100% at 0 (left-hand position in the gradient box), 128 (middle in the box) and 255 (right-hand position in the box). The width of the rectangle encompasses all the spectrum of the gradient, while the circle encompasses 50% from the middle of the spectrum.

package {
    import flash.display.Sprite;
    import flash.display.Shape;
    import flash.geom.Matrix; 
    import flash.display.GradientType;
    
    public class Graphics_lineGradientStyleExample extends Sprite
    {
        public function Graphics_lineGradientStyleExample()
        {
            var myShape:Shape = new Shape();
            var gradientBoxMatrix:Matrix = new Matrix();
  
            gradientBoxMatrix.createGradientBox(200, 40, 0, 0, 0);  
            
            myShape.graphics.lineStyle(5);
  
            myShape.graphics.lineGradientStyle(GradientType.LINEAR, [0xFF0000,
            0x00FF00, 0x0000FF], [1, 1, 1], [0, 128, 255], gradientBoxMatrix);
            
            myShape.graphics.drawRect(0, 0, 200, 40);
            myShape.graphics.drawCircle(100, 120, 50);  
             
            this.addChild(myShape);
    
        }
    }
}

lineShaderStyle()method 
public function lineShaderStyle(shader:Shader, matrix:Matrix = null):void

Language version: ActionScript 3.0
Runtime version: AIR 1.5

Specifies a shader to use for the line stroke when drawing lines.

The shader line style is used for subsequent calls to Graphics methods such as the lineTo() method or the drawCircle() method. The line style remains in effect until you call the lineStyle() or lineGradientStyle() methods, or the lineBitmapStyle() method again with different parameters.

You can call the lineShaderStyle() method in the middle of drawing a path to specify different styles for different line segments within a path.

Call the lineStyle() method before you call the lineShaderStyle() method to enable a stroke, or else the value of the line style is undefined.

Calls to the clear() method set the line style back to undefined.

Parameters
shader:Shader — The shader to use for the line stroke.
 
matrix:Matrix (default = null) — An optional transformation matrix as defined by the flash.geom.Matrix class. The matrix can be used to scale or otherwise manipulate the bitmap before applying it to the line style.

See also

lineStyle()method 
public function lineStyle(thickness:Number, color:uint = 0, alpha:Number = 1.0, pixelHinting:Boolean = false, scaleMode:String = "normal", caps:String = null, joints:String = null, miterLimit:Number = 3):void

Language version: ActionScript 3.0
Runtime version: 

Specifies a line style used for subsequent calls to Graphics methods such as the lineTo() method or the drawCircle() method. The line style remains in effect until you call the lineGradientStyle() method, the lineBitmapStyle() method, or the lineStyle() method with different parameters.

You can call the lineStyle() method in the middle of drawing a path to specify different styles for different line segments within the path.

Note: Calls to the clear() method set the line style back to undefined.

Note: Flash Lite 4 supports only the first three parameters (thickness, color, and alpha).

Parameters
thickness:Number — An integer that indicates the thickness of the line in points; valid values are 0-255. If a number is not specified, or if the parameter is undefined, a line is not drawn. If a value of less than 0 is passed, the default is 0. The value 0 indicates hairline thickness; the maximum thickness is 255. If a value greater than 255 is passed, the default is 255.
 
color:uint (default = 0) — A hexadecimal color value of the line; for example, red is 0xFF0000, blue is 0x0000FF, and so on. If a value is not indicated, the default is 0x000000 (black). Optional.
 
alpha:Number (default = 1.0) — A number that indicates the alpha value of the color of the line; valid values are 0 to 1. If a value is not indicated, the default is 1 (solid). If the value is less than 0, the default is 0. If the value is greater than 1, the default is 1.
 
pixelHinting:Boolean (default = false) — (Not supported in Flash Lite 4) A Boolean value that specifies whether to hint strokes to full pixels. This affects both the position of anchors of a curve and the line stroke size itself. With pixelHinting set to true, line widths are adjusted to full pixel widths. With pixelHinting set to false, disjoints can appear for curves and straight lines. For example, the following illustrations show how Flash Player or Adobe AIR renders two rounded rectangles that are identical, except that the pixelHinting parameter used in the lineStyle() method is set differently (the images are scaled by 200%, to emphasize the difference):

pixelHinting false and pixelHinting true

If a value is not supplied, the line does not use pixel hinting.

 
scaleMode:String (default = "normal") — (Not supported in Flash Lite 4) A value from the LineScaleMode class that specifies which scale mode to use:
  • LineScaleMode.NORMAL—Always scale the line thickness when the object is scaled (the default).
  • LineScaleMode.NONE—Never scale the line thickness.
  • LineScaleMode.VERTICAL—Do not scale the line thickness if the object is scaled vertically only. For example, consider the following circles, drawn with a one-pixel line, and each with the scaleMode parameter set to LineScaleMode.VERTICAL. The circle on the left is scaled vertically only, and the circle on the right is scaled both vertically and horizontally:

    A circle scaled vertically, and a circle scaled both vertically and horizontally.

  • LineScaleMode.HORIZONTAL—Do not scale the line thickness if the object is scaled horizontally only. For example, consider the following circles, drawn with a one-pixel line, and each with the scaleMode parameter set to LineScaleMode.HORIZONTAL. The circle on the left is scaled horizontally only, and the circle on the right is scaled both vertically and horizontally:

    A circle scaled horizontally, and a circle scaled both vertically and horizontally.

 
caps:String (default = null) — (Not supported in Flash Lite 4) A value from the CapsStyle class that specifies the type of caps at the end of lines. Valid values are: CapsStyle.NONE, CapsStyle.ROUND, and CapsStyle.SQUARE. If a value is not indicated, Flash uses round caps.

For example, the following illustrations show the different capsStyle settings. For each setting, the illustration shows a blue line with a thickness of 30 (for which the capsStyle applies), and a superimposed black line with a thickness of 1 (for which no capsStyle applies):

NONE, ROUND, and SQUARE

 
joints:String (default = null) — (Not supported in Flash Lite 4) A value from the JointStyle class that specifies the type of joint appearance used at angles. Valid values are: JointStyle.BEVEL, JointStyle.MITER, and JointStyle.ROUND. If a value is not indicated, Flash uses round joints.

For example, the following illustrations show the different joints settings. For each setting, the illustration shows an angled blue line with a thickness of 30 (for which the jointStyle applies), and a superimposed angled black line with a thickness of 1 (for which no jointStyle applies):

MITER, ROUND, and BEVEL

Note: For joints set to JointStyle.MITER, you can use the miterLimit parameter to limit the length of the miter.

 
miterLimit:Number (default = 3) — (Not supported in Flash Lite 4) A number that indicates the limit at which a miter is cut off. Valid values range from 1 to 255 (and values outside that range are rounded to 1 or 255). This value is only used if the jointStyle is set to "miter". The miterLimit value represents the length that a miter can extend beyond the point at which the lines meet to form a joint. The value expresses a factor of the line thickness. For example, with a miterLimit factor of 2.5 and a thickness of 10 pixels, the miter is cut off at 25 pixels.

For example, consider the following angled lines, each drawn with a thickness of 20, but with miterLimit set to 1, 2, and 4. Superimposed are black reference lines showing the meeting points of the joints:

lines with miterLimit set to 1, 2, and 4

Notice that a given miterLimit value has a specific maximum angle for which the miter is cut off. The following table lists some examples:

miterLimit value: Angles smaller than this are cut off:
1.414 90 degrees
2 60 degrees
4 30 degrees
8 15 degrees

See also


Example

lineTo()method 
public function lineTo(x:Number, y:Number):void

Language version: ActionScript 3.0
Runtime version: 

Draws a line using the current line style from the current drawing position to (x, y); the current drawing position is then set to (x, y). If the display object in which you are drawing contains content that was created with the Flash drawing tools, calls to the lineTo() method are drawn underneath the content. If you call lineTo() before any calls to the moveTo() method, the default position for the current drawing is (0, 0). If any of the parameters are missing, this method fails and the current drawing position is not changed.

Parameters
x:Number — A number that indicates the horizontal position relative to the registration point of the parent display object (in pixels).
 
y:Number — A number that indicates the vertical position relative to the registration point of the parent display object (in pixels).

Example
The following example draws a trapezoid using lineTo() method, starting at pixels (100, 100).

The line thickness is set to 10 pixels, color is gold and opaque, caps at the end of lines is set to none (since all lines are jointed), and the joint between the lines is set to MITER with miter limit set to 10, to have sharp, pointed corners.

package {
    import flash.display.Sprite;
    import flash.display.LineScaleMode;
    import flash.display.CapsStyle;
    import flash.display.JointStyle;
    import flash.display.Shape;


    public class Graphics_lineToExample extends Sprite {

        public function Graphics_lineToExample() {

            var trapezoid:Shape = new Shape();    

            trapezoid.graphics.lineStyle(10, 0xFFD700, 1, false, LineScaleMode.VERTICAL,
                               CapsStyle.NONE, JointStyle.MITER, 10);

            trapezoid.graphics.moveTo(100, 100);
 
            trapezoid.graphics.lineTo(120, 50);
            trapezoid.graphics.lineTo(200, 50);
            trapezoid.graphics.lineTo(220, 100);
            trapezoid.graphics.lineTo(100, 100); 

            this.addChild(trapezoid);
        }
    }
}

moveTo()method 
public function moveTo(x:Number, y:Number):void

Language version: ActionScript 3.0
Runtime version: 

Moves the current drawing position to (x, y). If any of the parameters are missing, this method fails and the current drawing position is not changed.

Parameters
x:Number — A number that indicates the horizontal position relative to the registration point of the parent display object (in pixels).
 
y:Number — A number that indicates the vertical position relative to the registration point of the parent display object (in pixels).

Example
The following example draws a dashed line of three pixels thickness using moveTo() and lineTo() methods.

Using the lineStyle() method, the line thickness is set to 3 pixels. It is also set not to scale. Color is set to red with 25 percent opacity. The CapsStyle property is set to square (the default is round).

Since Graphics_moveToExample is an instance of the Sprite class, it has access to all the Graphics class methods. The Graphics class methods can be used to directly draw on the Graphic_moveToExample Sprite object. However, not putting the vector drawing object in a Shape limits the way they can be managed, moved, or changed.

package {
    import flash.display.Sprite;
    import flash.display.CapsStyle;
    import flash.display.LineScaleMode;

    public class Graphics_moveToExample extends Sprite
    {
        public function Graphics_moveToExample() {
            
            graphics.lineStyle(3, 0x990000, 0.25, false, 
                            LineScaleMode.NONE, CapsStyle.SQUARE);

            graphics.moveTo(10, 20);
            graphics.lineTo(20, 20);
            graphics.moveTo(30, 20);
            graphics.lineTo(50, 20);
            graphics.moveTo(60, 20);
            graphics.lineTo(80, 20);
            graphics.moveTo(90, 20);
            graphics.lineTo(110, 20);            
            graphics.moveTo(120, 20);
            graphics.lineTo(130, 20);           
        }
    }
}

readGraphicsData()method 
public function readGraphicsData(recurse:Boolean = true):Vector.<IGraphicsData>

Language version: ActionScript 3.0
Runtime version: AIR 3.6

Queries a Sprite or Shape object (and optionally, its children) for its vector graphics content. The result is a Vector of IGraphicsData objects. Transformations are applied to the display object before the query, so the returned paths are all in the same coordinate space. Coordinates in the result data set are relative to the stage, not the display object being sampled.

The result includes the following types of objects, with the specified limitations:

The following visual elements and transformations can't be represented and are not included in the result:

Parameters
recurse:Boolean (default = true) — whether the runtime should also query display object children of the current display object. A recursive query can take more time and memory to execute. The results are returned in a single flattened result set, not separated by display object.

Returns
Vector.<IGraphicsData> — A Vector of IGraphicsData objects representing the vector graphics content of the related display object

See also


Example
The following example uses the readGraphicsData() method to retrieve the vector graphics content of a display object. It then redraws that content into another object on the stage when the user clicks the stage with the mouse.

Note that although the original vector content is drawn using the drawGraphicsData() method, the vector data objects retrieved by the readGraphicsData() method do not exactly match the ones passed in to the drawGraphicsData() method. For example, the result data includes GraphicsSolidFill and GraphicsEndFill commands, both of which are implied but not actually present in the original graphics data.

package
{
    import flash.display.GraphicsPathCommand;
    import flash.display.IGraphicsData;
    import flash.display.Shape;
    import flash.display.Sprite;
    import flash.events.MouseEvent;
    
    public class ReadGraphicsDataExample extends Sprite
    {
        private var original:Shape;
        private var copy:Shape;
        
        public function ReadGraphicsDataExample()
        {
            original = new Shape();
            original.x = 50;
            original.y = 100;
            addChild(original);
            
            drawSquare();
            
            copy = new Shape();
            copy.x = 250;
            copy.y = 100;
            addChild(copy);
            
            stage.addEventListener(MouseEvent.CLICK, drawCopyOnClick);
        }
        
        private function drawCopyOnClick(event:MouseEvent):void
        {
            // reset
            copy.graphics.clear();
            
            // Sample the vector data. Move the original to 0,0
            // before sampling so that the coordinates match the 
            // relative coordinates of the original.
            var xPos:Number = original.x;
            var yPos:Number = original.y;
            original.x = 0;
            original.y = 0;
            var result:Vector.<IGraphicsData> = original.graphics.readGraphicsData(false);
            original.x = xPos;
            original.y = yPos;
            
            // re-draw
            copy.graphics.drawGraphicsData(result);
        }
        
        private function drawSquare():void
        {
            var squareCommands:Vector.<int> = new Vector.<int>(5, true);
            
            squareCommands[0] = GraphicsPathCommand.MOVE_TO;
            squareCommands[1] = GraphicsPathCommand.LINE_TO;
            squareCommands[2] = GraphicsPathCommand.LINE_TO;
            squareCommands[3] = GraphicsPathCommand.LINE_TO;
            
            var squareCoordinates:Vector.<Number> = new Vector.<Number>(8, true);
            squareCoordinates[0] = 0;
            squareCoordinates[1] = 0; 
            squareCoordinates[2] = 50; 
            squareCoordinates[3] = 0; 
            squareCoordinates[4] = 50; 
            squareCoordinates[5] = 50; 
            squareCoordinates[6] = 0; 
            squareCoordinates[7] = 50; 
            
            original.graphics.beginFill(0x003366);
            original.graphics.drawPath(squareCommands, squareCoordinates);
        }
    }
}

Examples
examples\GraphicsExample
The following example uses the GraphicsExample class to draw a circle, a rounded rectangle, and a square. This task is accomplished by using the following steps:
  1. Declare a size property for later use in determining the size of each shape.
  2. Declare properties that set the background color to orange, the border color to dark gray, the border size to 0 pixels, the corner radius to 9 pixels, and set the space between the stage edge and the other objects to be 5 pixels.
  3. Use the properties declared in the preceding steps along with the built in methods of the Graphics class to draw the circle, rounded rectangle, and square at coordinates x = 0, y = 0.
  4. Redraw each of the shapes along the top of the stage, starting at x = 5, y = 5, with a 5-pixel spacing between shapes.

package {
    import flash.display.DisplayObject;
    import flash.display.Graphics;
    import flash.display.Shape;
    import flash.display.Sprite;

    public class GraphicsExample extends Sprite {
        private var size:uint         = 80;
        private var bgColor:uint      = 0xFFCC00;
        private var borderColor:uint  = 0x666666;
        private var borderSize:uint   = 0;
        private var cornerRadius:uint = 9;
        private var gutter:uint       = 5;

        public function GraphicsExample() {
            doDrawCircle();
            doDrawRoundRect();
            doDrawRect();
            refreshLayout();
        }

        private function refreshLayout():void {
            var ln:uint = numChildren;
            var child:DisplayObject;
            var lastChild:DisplayObject = getChildAt(0);
            lastChild.x = gutter;
            lastChild.y = gutter;
            for (var i:uint = 1; i < ln; i++) {
                child = getChildAt(i);
                child.x = gutter + lastChild.x + lastChild.width;
                child.y = gutter;
                lastChild = child;
            }
        }

        private function doDrawCircle():void {
            var child:Shape = new Shape();
            var halfSize:uint = Math.round(size / 2);
            child.graphics.beginFill(bgColor);
            child.graphics.lineStyle(borderSize, borderColor);
            child.graphics.drawCircle(halfSize, halfSize, halfSize);
            child.graphics.endFill();
            addChild(child);
        }

        private function doDrawRoundRect():void {
            var child:Shape = new Shape();
            child.graphics.beginFill(bgColor);
            child.graphics.lineStyle(borderSize, borderColor);
            child.graphics.drawRoundRect(0, 0, size, size, cornerRadius);
            child.graphics.endFill();
            addChild(child);
        }

        private function doDrawRect():void {
            var child:Shape = new Shape();
            child.graphics.beginFill(bgColor);
            child.graphics.lineStyle(borderSize, borderColor);
            child.graphics.drawRect(0, 0, size, size);
            child.graphics.endFill();
            addChild(child);
        }
    }
}