Dear Joe: I don't think I'm capable of writing a short post.
So you know how in the past, the "track" has always been two concentric rectangles? That's because I was simply drawing it as a Shape object. To be able to call hitTestPoint on it (to check whether players' pieces were inside the track), I added a fill to the track space, but set alpha = 0 for those pixels so they would be transparent but still register as hits.
Well, no one wants to play this game on a rectangular track all the time. So it's finally time to make more complex tracks work. I didn't want to try to draw a curving track by piecing together arcs using the drawing API, so instead I made a new MovieClip object to add to the library. I called it 'tracks' and am thinking I'll make several tracks, each one on a keyframe. The user will somehow be able to select one, and then I'll just call gotoAndStop(frame#) on the one instance of the tracks object, and add it to the main scene.
For now I just drew one track using the pen tool and smoothing out the corner joints (vertices) between line segments. If you go into the menu (Modify -> Shape -> Advanced Smooth...) you find a function that'll create curvature-editing handles for the vertices. It's not exactly what I was expecting based on experience with Illustrator, but it came out decent enough. Luckily, I was able to add a transparent fill within the track area (just using the fill tool), just like I'd done programmatically with the rectangle track. And the bounds testing using hitTestPoint works = one hurdle easily cleared.
[Next steps: multiple tracks to choose from; users drawing their own tracks...!]
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