One of the ways would be - you make a shielding BitmapData that has transparency and is opaque in place which you need your player to paint. (Color it as needed, but make sure the color is fully opaque). Then gather histogram()
then query alpha vector for 255th value, this will be the initial value for zero percent filled. These range from 0-255, so you can't use 100 or any other fixed value. Then, while the player is painting, you draw the brush over that BitmapData with blendMode
parameter set to BlendMode.ERASE
, this will net your BitmapData to gain transparency where the brush was drawn. After your player finishes drawing by any means (say, the paint is used up), you run another histogram()
over the BitmapData, and query the 255th value of alpha channel vector. 0 means the bitmap is fully transparent (or at least, only a small amount of pixels is left opaque), thus you can count a zero as 100% fill, for anything greater use the proportion.
var bd:BitmapData=new BitmapData(w,h,true,0x0); // fully transparent initial bitmap
bd.draw(yourPaintBase); // a shape that designates area to be painted. Must be fully opaque
var bm:Bitmap=new Bitmap(bd);
// position it as needed, so the area which should be painted is aligned to wherever you need
addChild(bm);
addEventListener(Event.ENTER_FRAME,doPaint);
var baseValue:int=bd.histogram()[3][255]; // Vector #3 contains alpha, #255 contains
// percentage of those pixels that have alpha of 255 = fully opaque
function doPaint(e:Event):void {
if (!areWePainting) return;
var sh:Shape=getBrush(); // shuold return an existing Shape object reference for performance
sh.x=e.localX;
sh.y=e.localY; // we are drawing where the mouse is
bd.draw(sh,null,null,BlendMode.ERASE);
decreasePaint(); // we have used some paint
if (noMorePaint()) {
e.target.removeEventListener(Event.ENTER_FRAME,doPaint);
var endValue:int=Math.floor(100*(1-bd.histogram()[3][255]/baseValue));
// aligning to percentage. This is the value you seek
reportFilledPercentage(endValue);
}
}
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