Or maybe try something like this...
Code:import flash.display.Bitmap; import flash.display.BitmapData; import flash.display.Sprite; var white:uint = 0xFFFFFF; var black:uint = 0x000000; var dist:Number; var posX:Number; var posY:Number; var angle:Number; var PI2:Number = Math.PI * 2; var myBitmapData:BitmapData; var myBitmapImage:Bitmap; myBitmapData = new BitmapData(800,800,false,black); generatePoints(myBitmapData, 400, 400, 250, 300, 90, 10, 55000); myBitmapImage = new Bitmap(myBitmapData); addChild(myBitmapImage); function generatePoints(bd:BitmapData, cenX:int, cenY:int, innerLimit:Number, outerLimit:Number, offX:int, offY:int, nbStars:Number):void { var i:uint = 0; dist= 0; while (--nbStars > 0) { dist = randomRange(innerLimit,outerLimit); angle = Math.random() * PI2; posX = cenX + ((dist + offX) * Math.cos(angle)); posY = cenY - ((dist + offY) * Math.sin(angle)); bd.setPixel(Math.round(posX), Math.round(posY), white); } } function randomRange(minNum:Number, maxNum:Number):Number { return ((Math.random() * (maxNum - minNum + 1)) + minNum); }




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