Hi,
with respect to the combining pieces, why would you use onEnterFrame to
update the other pieces?
Of course I dont know the details of your implementation, but it would seem
that if you had puzzle clumps (in want of a better term), meaning groups of
already combined pieces you could either temporarily parent (meaning
recreating) the whole clump in a parent clip, and move the parent clip or do
something like:

puzzlePiece.onMouseMove = {
 get self.deltaxy
 if Puzzle.getGroup(self) == null then self.move(deltaxy)
else Puzzle.getGroup(self).move(deltaxy);
}

With respect to the masking and filling through the drawing api, my routine
looks like (in pseudo):
canvas.clear()
canvas.beginFill()
drawTop(canvas);drawRight(canvas);drawBottom(canvas);drawLeft(canvas);
canvas.endFill();

each draw routine picks up where the first left off, creating a closed shape
which can be filled as normal.

However if you had different sides drawn as vectors in flash, and convert
them to a symbol, and put four of them together, you can't do this, since 4
symbols together of course dont make a closed 'shape'.

One other thing though: did you know this one: http://somefrogs.com/
It might be all you need. It lacks a nice bevelled edge around the pieces,
which would have been easy to add to your drawn shapes, using a bevelfilter,
but it still is a very nice out of the box reusable puzzle component I
think.

greetz
Hans


On 7/11/06, Hans Wichman <[EMAIL PROTECTED]> wrote:

 Hi,
with respect to the combining pieces, why would you use onEnterFrame to
update the other pieces?
Of course I dont know the details of your implementation, but it would
seem that if you had puzzle clumps (in want of a better term), meaning
groups of already combined pieces you could either temporarily parent
(meaning recreating) the whole clump in a parent clip, and move the parent
clip or do something like:

puzzlePiece.onMouseMove = {
  get self.deltaxy
  if Puzzle.getGroup(self) == null then self.move(deltaxy)
 else Puzzle.getGroup(self).move(deltaxy);
}

With respect to the masking and filling through the drawing api, my
routine looks like (in pseudo):
canvas.clear()
canvas.beginFill()
drawTop(canvas);drawRight(canvas);drawBottom(canvas);drawLeft(canvas);
canvas.endFill();

each draw routine picks up where the first left off, creating a closed
shape which can be filled as normal.

However if you had different sides drawn as vectors in flash, and convert
them to a symbol, and put four of them together, you can't do this, since 4
symbols together of course dont make a closed 'shape'.

One other thing though: did you know this one: http://somefrogs.com/
It might be all you need.

greetz
 Hans



On 7/11/06, Guntur N. Sarwohadi <[EMAIL PROTECTED]> wrote:
>
> Thanks guys for the reply. Now I have a better understanding on how to
> achieve the effect. Currently i'm planning to provide vector puzzle
> pieces
> as mask templates first. Once that's done, I would try to start working
> on
> dynamically drawing the puzzle nubs and cutouts.. I like the review Neo
> handed. It explains a lot what Hans described... One question though,
> whether the sides are drawn by code or provided as vectors, how would
> you
> combine 4 of them to make it as a filled masked vector shape using
> drawing
> api?
>
> One other thing, the puzzle I'm doing would allow users to move puzzle
> pieces and combine them by side references (like, piece A is always in
> the
> left of piece B, while D is always below A, for example). Now I've
> manage to
> make each piece move other pieces in one group as a whole (using
> onMouseMove
> for the dragger and onEnterFrame by calculating distance with the
> dragger
> for the 'dragee') but it seems unoptimized and often lags (which shifts
> pieces location) if you move the mouse fast. It would look unsticky.
> Does
> anyone have an idea for a better algorithm?
>
> thx,
> Guntur N. Sarwohadi
>
> PS. Neo, hows the TGB Isometric Add-On doing? :p
>
> On 7/11/06, neo binedell <[EMAIL PROTECTED] > wrote:
> >
> > Try something like this
> >
> > http://www.cedesign.com/cefx/reviews/reviews1_avbros.html
> >
> > ~neo
> >
> > -----Original Message-----
> > From: [EMAIL PROTECTED]
> > [mailto: [EMAIL PROTECTED] On Behalf Of
> Guntur N.
> > Sarwohadi
> > Sent: 06 July 2006 03:15 AM
> > To: [email protected]
> > Subject: [Flashcoders] jigsaw puzzle piece algorithm
> >
> > I'm working on a puzzle game in flash, much similar to jigsaw puzzles
> you
> > see in gameHouse or such casual game publisher. I'm having a hard time
>
> > trying to cut an image to make it as puzzle pieces in AS2. Currently
> I'm
> > doing it the hard way, cloning bitmapData image, and masking portions
> of
> > the
> > image. Can you cut parts on an image using bitmapData methods? And
> does
> > anyone know how to create the infamous jigsaw pattern to it as well?
> >
> > Many thanks,
> > Guntur N. Sarwohadi
> > _______________________________________________
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