[Smily Entry 1] - NodeDraw 1

I’m a bit late on this one, but here it is…
So I managed to port my NodeDraw thingie into only 20 lines of code! I’ll probably post more than one version, the next maybe being an interactive one :slight_smile:
It’s using BitmapData to speed up the process so don’t expect any details if you zoom in :stuck_out_tongue:

I excluded the arrays so it won’t lag kirupa and/or make a long page, the arrays will be in the attachment txt, they should be on line 1 and 2
[COLOR=Red]**
WARNING:**[/COLOR] Very CPU intensive, it goes to the top while it’s drawing. I made it
a bit progressive so it doesn’t freeze and you can cancel (close) it at any time. You have been warned!


var bitmap:flash.display.BitmapData = new flash.display.BitmapData(800, 600, true, 0x000000);
var b:MovieClip = _root.createEmptyMovieClip("b", _root.getNextHighestDepth());
var c:MovieClip = _root.createEmptyMovieClip("c", _root.getNextHighestDepth());
var l:MovieClip = c.createEmptyMovieClip("l", c.getNextHighestDepth());
b.attachBitmap(bitmap, b.getNextHighestDepth());
var i = 0;
drawInt = setInterval(drawOne, 1);
function drawOne() {
	for (var n = i+1; n<px.length; n++) {
		var dist = Math.sqrt(Math.pow(px*-px[n], 2)+Math.pow(py*-py[n], 2));
		if (dist<100) {
			c.l.clear();
			c.l.lineStyle(1, (i+n)/2*0xFFFFFF/px.length, 50-dist);
			c.l.moveTo(px*, py*);
			c.l.lineTo(px[n], py[n]);
			bitmap.draw(c);
		}
	}
	i++;
	if (i>px.length) {
		clearInterval(drawInt);
	}
}