I'm trying to create a sort of tree diagram such that, if you click on one of the circles, its child circles spread outward with some degree of randomness from the original circle, connected by lines. I have this working, but now what I want to do is make sure that none of the circles collide with each other and none of the lines criss cross. You can see the screenshot for what is currently happening. My code is below. How do I change this code so that it checks for collisions and avoids them? I've read up on flash's hitTestObject command, but that only works in the context one object to another. I want to test for one object contacting any display object.
import com.greensock.TweenMax;
var sw = stage.stageWidth;
var sh = stage.stageHeight;
var cr = 3; //circle radius
var moveRange = 25;
var circleColor = 0xcccccc;
var numCircles = 4;
var lineCanvas:Sprite = new Sprite();
addChild(lineCanvas);
var lineColor = 0xe9e9e9;
var lineWeight = 1;
function init(){
firstCircle();
}
function firstCircle(){
var xPos = randomRange(cr, sw-cr);
var yPos = randomRange(cr, sh-cr);
var newCircle:Shape = new Shape();
newCircle.graphics.beginFill(circleColor);
newCircle.graphics.drawCircle(0,0,cr);
newCircle.graphics.endFill();
var circleClip:MovieClip = new MovieClip();
circleClip.childCircles = 2;
circleClip.x = xPos;
circleClip.y = yPos;
circleClip.addChild(newCircle);
addChild(circleClip);
circleClip.addEventListener(MouseEvent.CLICK,clickCircle);
}
function clickCircle(e:MouseEvent):void {
var thisCircle = e.target;
for (var i=0; i<thisCircle.childCircles;i++){
drawCircle(thisCircle);
}
}
function drawCircle(parentCircle){
var xPos = parentCircle.x;
var yPos = parentCircle.y
//var xPos = randomRange(cr, sw-cr);
//var yPos = randomRange(cr, sh-cr);
var newCircle:Shape = new Shape();
newCircle.graphics.beginFill(circleColor);
newCircle.graphics.drawCircle(0,0,cr);
newCircle.graphics.endFill();
var circleClip:MovieClip = new MovieClip();
circleClip.childCircles = 2;
circleClip.x = xPos;
circleClip.y = yPos;
circleClip.addChild(newCircle);
addChild(circleClip);
circleClip.addEventListener(MouseEvent.CLICK,clickCircle);
moveCircle(circleClip,xPos,yPos);
}
function drawLine(childCircle,parentX,parentY){
lineCanvas.graphics.lineStyle(lineWeight,lineColor);
lineCanvas.graphics.moveTo(parentX,parentY);
lineCanvas.graphics.lineTo(childCircle.x,childCircle.y);
//Want to check if either the line or the circle is contacting anything here. If it is, I want to kill the tween to the circle (thus also stopping the drawing of the line).
}
function moveCircle(childCircle,parentX,parentY){
var curX = childCircle.x;
var curY = childCircle.y;
var moveX = randomRange(curX-moveRange,curX+moveRange);
var moveY = randomRange(curY-moveRange-cr,curY+moveRange+cr);
TweenMax.to(childCircle,.5, { x: moveX, y: moveY, onUpdate:drawLine, onUpdateParams:[childCircle,parentX,parentY]});
}
function randomRange(minNum:Number, maxNum:Number):Number {
return (Math.floor(Math.random() * (maxNum - minNum + 1)) + minNum);
}
init();