I'm working on a little component which is sort of like the fill-in
bubbles on standardized tests. The user will use the mouse to
scribble within a region. I'll draw into a clip which is on top of
the region to fill it up. This is pretty easy.
What I want to do is every time I draw into the region, figure out
how much of the region is full by getting a percentage of pixels
which are filled vs the amount that aren't.
I imagine there's some slick BitmapData trick which could be used to
make this happen, but I'm new to that class and my first guess
involves about a million calls to getPixel to find out which are
filled and which aren't. That's probably very slow -- surely
someone's got a more efficient way to do this sort of thing.
Gskinner's sprites.CollisionDetection class seems like a place to
start, but it only returns the bounds of a collision, not the
percentage of the target which is covered.
Any ideas?
-josh
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