Does the order in which the graph lines are drawn matter ?
You could record the points with a certain threshold into an Array/Vector and compare.
A quick'n'dirty way would be using 2 binary(monochrome, just black and white) images:
- One image will be a 'print screen'(BitmapData.draw()) of the graph(e.g. black on white)
- The other image will be a white(blank) BitmapData that you'll use to write black pixels
where the user/student draws(has the mouse while it's pressed).
e.g.
userBitmapData.setPixel(mouseX,mouseY,0x000000);
When the drawing is complete(either the mouse is released or whatever rule you set),
you run a function that checks how much black pixels from the source(original graph) image
are matched in the destination(user graph) image.
Either you create a BitmapData containing the other two bitmaps blended on Difference mode, so anything that isn't black is not a match, or just loop through all the pixels once and manually check if the pixels match. Note that this relies on the fact that dimensions(width,height) of the two images are the same.
Here's a bit of code to illustrate this:
function compare(source:BitmapData,destination:BitmapData,threshold:Number):Boolean{
var commonPixels:Number = 0, totalPixels:Number = 0;
for(var j:int = 0 ; j < source.height ; j++){
for(var i:int = 0 ; i < source.width; i++){
pixels++;
if(source.getPixel(i,j) == destination.getPixel(i,j)) commonPixels++;
}
}
trace('matching: ' + (commonPixels/pixels * 100) + ' % ');//delete this line,just testing
if(commonPixels/pixels >= threshold) return true;
else return false;
}
//usage:
trace('is the graph correct ?: ' + compare(graphBitmapData,userBitmapData,0.7));
The Vector/Array version would be similar, but there would be no visual cues. Depending on your setup, you might want to test which would work best for you: BitmapData takes more memory than Arrays, but you can easily create a Bitmap, add it to the display list and check if looks right, etc.
If speed is an issue:
HTH