Hi Ely, I (mostly) understand the concept in your example but am getting an error that I can't figure out for the life of me. On the line where you assign newGreyByte its telling me "1084: Syntax error: expecting rightparen before myGreys.".
Also, shouldn't myGreys[2] be utilized somewhere? Thanks, Ben --- In [email protected], "Ely Greenfield" <[EMAIL PROTECTED]> wrote: > > > > > > Grey RGB values have the same byte value in each of the rbg channels. > So your best bet is to store your grey values as single byte hex values > > > > myGreys = [0xAA, 0x58, 0x22]; > > > > then interpolate between those values: > > > > var newGreyByte:uint = ((myGreys[0] + (myGreys[1] - myGreys[0]) * > Math.random()) as uint); > > > > Then create an rgb value out if that: > > > > var newGreyRGB:uint = (newGreyByte << 16) + (newGreyByte << 8) + > newGreyByte; > > > > Ely. > > > > > > From: [email protected] [mailto:[EMAIL PROTECTED] On > Behalf Of ben.clinkinbeard > Sent: Wednesday, September 12, 2007 9:59 AM > To: [email protected] > Subject: [flexcoders] How do I generate random colors (within a range)? > > > > OK, my hex and bitwise skills are non-existent, so I am probably on > the completely wrong track here, but... I converted a couple of hex > values to decimal values (11776947 and 10724259) with an online > converter. They each evaluate to a shade of gray (as expected), but > when I generate random values that fall between the two and use them > in the drawing API they are not shades of gray. I'm sure plenty of you > are saying "duh", but if you could also suggest a way to randomly > generate differing shades of gray I would be most appreciative. > > I suppose the chances of someone having written a RandomGrayGenerator > class is pretty slim, so I am open to more general courses of action > as necessary. > > Thanks, > Ben >

