ActionScript 2.0 :: Testing For Collisions Between Rotated Objects
Oct 14, 2006
I'm writing a general physics engine and I've come across the problem I've always had with flash. So far all my hittests in my physics engine have been calculated by using x/y coordinates and the 2 objects dimensions. This has worked fine for the objects so far because they have been very square-ish and do not rotated. How ever now I am trying to detect if 2 rotated objects are hitting. How can I do this ? I would really like to avoid using any .hitTest() functions.
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Feb 22, 2012
I'm writing a game and it has enemies and bullets. When a bullet hits an enemy, I want to destroy the enemy and the bullet. I'm using the hitTestPoint() method to test if a bullet has hit an enemy. Here's the code in my game loop:
[Code]...
The problem is, hitTestPoint only returns true if both the x and y values of bullet and enemy are the same, rather than if the two movie clips overlap. This leads to bullets going right through enemies but it not registering as a hit. Perhaps I'm missing a bounding box?
Is there a way I can make hitTestPoint return true if the bullet hits the enemy at all rather than only if the bullet and enemy co-ordinates are the same?
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Mar 31, 2007
I have been desperately searching for a way to do pixel perfect collisions, and for someone to explain it to me in detail. explain the code in the .fla file, posted by the Canadian in the frequently asked questions thread on bitmapData hit testing:
[Code]...
after looking through the help files, i must admit they are terribly vague. All you are doing is checking if _alpha is above a certain amount. With movieClips you would use 0->100 but with this hittest you have to use 0->255 (0x00->0xFF)so an _alpha of 50 would correspond to approx 128 (0x80). Nearly all the time you could just use 1 as a hittest parameter so you are checking for any hit at all but maybe you have a shadow in a mc layer and you do not want to check a hit. This is when you might be able to use your threshold parameter. In other words, the hit test will only react to parts of the bitmap which have a greater or equal alpha than the alpha threshold, mostly useful for a shadow.
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May 3, 2010
I would like to avoid the tags overlapping each other in this small Flex project: I've this small FLEX project: [URL]..
The items are LinkButtons. How can I check if they are colliding or not ?
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Nov 22, 2010
I'm working on a game (my first) where objects touching is A-Ok, but I want to detect overlapping collisions ahead of time, prevent them, and react. This seems like a pretty basic and common thing, such as a character walking along a platform (even though by touching it it's 'colliding'), but of all the many many collision detection tutorials I've looked at, none of them have covered this case--they all assume that objects touching should be indistinguishable from overlapping. I've been using a workaround of a slightly smaller hitbox to use for collisions, but it has issues of it's own that make it not so good. So basically I'm looking to redo my CD from scratch.
So, like I said, I'd like to know how to differentiate between 'touching' collisions and overlapping collisions, but even a way to keep touching collisions from triggering entirely would work.
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Jan 4, 2010
Is there a simple way to take a few square images and set rotationY for each one to be the same degrees, then using an equation line each clip up after the previous one? For some reason the width property of the rotated clips is not lining them up correctly for me. I managed to get the desired result by trial and error (see below), but really need to get an equation for this so I can move the clips around with little hassle.
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Mar 17, 2010
This is unfortunately a quite complex issue to explain, so please don't get discouraged by the wall of text - it's there for a reason. i'm working on a transformation manager for flash, written with Actionscript 3. Users can place objects on the screen, for example a rectangle.
This rectangle can then be selected and transformed: move, scale or rotate. Because flash by default rotates around the top left point of the object, and I want it to rotate around the center, I created a wrapper setup for each display object (eg. a rectangle).
[Code]...
Now, to the question: should I use a different kind of setup, system or structure? Should I maybe use matrixes, if so, how would you keep a static width/height after rotation? Or how do I fix my current wrapper system for scaling after rotation?
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Nov 25, 2011
I'm having a serious problem with looping through an array. I'm trying to hitTestObject every MC in an array against every other MC in that array.The issue is that in my hitTestObject statement, if obviously looks at only 2 elements at a time.When 2 MC's touch, I set a property called "Touching" to true.The problem is these are moving MCs and at any given time only 2 out of 3 are touching.So what's happening is:The loop runs once testing Array[0] and Array[1].Say those are touching.It sets their "Touching" properties to true(thats what I want).THEN, it runs again testing Array[1] and Array[2], and finds that they are NOT overlapping.It this process it sets both of their "Touching" properties to false, EVEN THOUGH one of them may be overlapping a different array object.I want to individual set the "Touching" property for each array object.Right now these properties are getting overwritten even though 2 out of 3 objects are actually overlapping.[code]
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Nov 24, 2011
I am making a simulation that involves particles dynamically added to the stage (lots of circles). When these circles collide (which are actually movieclips) they need to rebound (momentum switched). I have no problem with the physics but do not know how to efficiently check for collisions. It boils down to being able to 1) Check if a particle is colliding and 2) Getting which other particle (object) is involved in the collision?
I would ideally like particles to be able to check for their own collisions and adjust their own momentum, not just some meaty Render() function running on every frame. How could this be done?
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May 12, 2010
Is there a method for testing when a shared object has finished loading?because as you can see i have a considerable amount of variables to load, and they don't always load in time.causing many glitches.
ActionScript Code:
wep=saves.data.wep;
backupwep=saves.data.backupwep;
[code]......
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Jan 24, 2011
I have a new flash with several objects(classes) created in as3.They are called Ball1,Ball2,Ball3 and are of type Ball.I wish to be able to insert them into an array and have the array loop test them all against each other like eg. array[i].interact(array[i+1]) and so forthAdditional things I'ld like are:Making sure an object isnt tested against itself,removing objects from an array.sorting the array(if neccessary).adding new objects to the array
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Nov 27, 2011
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;
[Code].....
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May 20, 2010
I use this pattern to test for undefined and null values in ActionScript/Flex :
if(obj) {
execute()
}
Unfortunately, a ReferenceError is always thrown when I use the pattern to test for child objects :
if(obj.child) {
execute()
}
ReferenceError: Error #1069: Property child not found on obj and there is no default value.Why does testing for child objects with if statements throw a ReferenceError?
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Feb 2, 2011
I basically need to scale an object up when the user rollsover the button which I have created dynamically already and I need to make sure the object is fully scaled up before I can allow the user to scale it back down again.Ive tried putting 2 tweens (x and yscale) into a function but not sure how to check if the tweens have finished. Im assuming if I check the function is complete it wont take into consideration the tweens may still be running.
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Jan 23, 2009
I am making a game and I cant get my collisions to work. I will give a link to the files because I use external .as files.
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Apr 16, 2010
I am trying to apply code to all instances of the enemy that appear randomly but I've run into problems. Firstly the enemies appear when you press space and the collision doesn't seem to work. I kind of thought you have to push the enemies into an array and hitTest that array right?
Actionscript Code:
stop();
var ship_speed:Number = 10;var lazer_speed:Number = 20;
var enemy_speed:Number = 8;var lazertimer:Number = 0;
var basicenemy:Number = 0;var enemytime:Number = 0; var enID:Number = 0;
var enemies:Array =[]onEnterFrame = function() {
[Code] .....
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Sep 5, 2010
I've been using flash for a long time. I know some stuff, but not enough for what I am trying to do. Basically, I am making a little car minigame of a car in a city. This is my engine on the car:
onClipEvent(load){
speed =0 ;
} onClipEvent (enterFrame) {
if (Key.isDown(Key.UP)) {
speed += 0.4;
} if (Key.isDown(Key.DOWN)) {
speed -= 0.1;
[Code] .....
I am fine with all of it but the collisions, as the car will only bounce when the registration point of the car collides with 'wall', so it looks all funny and that and the car goes into any thing collable half way then bounces back, and occasionally gets stuck in the wall. Reall annoying. Ive tried fixing it but whenever I remove the hittest parts the car wont even move or turn. How to get the wall collides with the car (27.7 x 13) and not the registration. I need a strong engine which works with curves as well, and requires me just putting the code into the car, but if I have to put it into the walls/frame i suppose its okay, but theres no way im going through every single building and that.
Also, it would be cool if:
-An engine where when reversing the steering is reversed (like irl)
-The car doesnt bounce backwards when driving at a wall at an angle, but slides against it (like irl).
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Jan 4, 2011
I'm trying to create a air-hockey game, in flash using AS3.At the moment, I am using an enter frame function to check the positioning of the 3 objects, 2 paddles and a ball, then it checks to see if they are in contact, if they are it then initiates a detect collision function.However it's checking every time the frame is loaded, and at 25 fps, this is quite a lot and the app lags.
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Feb 29, 2004
I'm having a bit of trouble with psuedo 3d collisions using spheres. I'm using _xscale and _yscale to emulate the z-axis (no horizon point), and am having trouble determining the distance between the objects on the z-axis based upon their relative scales.I'm not concerned at this moment with creating new vectors based upon hit angles, just getting the z-index collision detection working. (I also need to tweak the code to prevent trapping, so much todo)Here's the code, the issue is how do I determine the correct value for the z-axis in the hittest?note-this only works when I publish in flash6 when using mx2004, the collision detection doesn't work at all when published for flash7?[code]
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Mar 15, 2007
Is there any faster way to test collisions than hitTest? I remember an example here on kirupa, but I can't find it.
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Aug 14, 2008
I can sorted Vertical and Horizontal collision. But I'm having trouble with collisions at an angle, e.g. a 45 degree ramp. My cousin says I have to work out the trajectory angle from the Xv and Yv but the closest I can get is:PHP Code:
[Code]...
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Feb 9, 2009
I've been experimenting with circle vs. circle collisons. Ive been using the code below to check for collisions and seperate the objects.It works just fine, except in conditions where more than two circles are touching at the same time. For example, if three circles or more are colliding at the same time, they can sometimes overlap and then struggle to separate.
I think I know why this is happening. The code loops through the object array and checks for a collision between each object one at a time and alters their positions and velocities. The problem is that if it finds a collision between objects at the end of the array, the positions of the objects could be changed in such a way that they cause an overlap with an object that was checked earlier, for which no collision was detected. This new collision then goes undetected and this flaw is amplified when the loop runs again.
Code:
function circleCollision(circleOne:MovieClip, circleTwo:MovieClip):void
{
//Find radius, x and y positions of circleOne
var circleOne_Radius = circleOne.width/2;
var circleOne_X = circleOne.x;
[code]....
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Mar 20, 2011
Im trying to make a breakout clone which I have working however I cant figure out how to test which side of the blocks the ball hits. I woul like to have a different reaction if it collides with the right side than if it hit the bottom etc.
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Apr 17, 2009
I know you use the HitTest function to check for collisions, but how would I do that the moment a movie clip is dynamically created. So the moment the clip is created it would check if it is overlapping another clip. Also, does it matter if the clips are at different depths?
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Feb 13, 2012
I'm new to flash and programming in general but am learning it to make games. I'm currently messing around with hit detection and its not to hard to test in the game tick ( fired from onEnterFrame). What I'm wondering is if it would be possible / useful to create a custom event that i can listen for. And make the eventListener hear when a collision happens. Also would this be better or worse for the cpu than testing the collisions of lots of enemies on a screen?
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Dec 30, 2009
I'm working with AS2 and running into a problem when loading a bunch of SWFs that share classes. I have a main SWF that loads several child swfs. The main and the children often share some core classes. The issue is that these SWFs were not all created at the same time, and some of the core classes have changed between SWF compilations. It appears that the first instance of any class to load gets used for all following references to that class - regardless of which version of that class was used in compiling the following SWFs.In AS3, the ApplicationDomain can be set to circumvent this issue, is there any that can be done in AS2 to avoid this collision/overwriting?
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Feb 6, 2010
I have a movie clip 'Player'.I want to divide the mc into two equal halves p1 and p2 for collision detection (p1 and p2 are joined together physically).i.e. if ball collides with p1, i do something and if ball collides with p2, i do something else.But i dont want to create 2 different players p1 and p2 for that.i want to have something like p1 and p2 are a single movie clip 'Player', but still can be accessed separately.
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Oct 22, 2007
I am looking to create a drawing component on a site. that should be straight forward.the issue lies with the fact that I would want to detect any collisions say (4) and then attach MC's to the collision points.in a nut shell.can I get a trace of the drawn path on the stage?????from there I guess I can detect any positional similarities?
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Sep 4, 2010
I know how to do various types of collisions and also know how to scroll a background. I'm sort of having trouble putting two and two together for how a game like stunt pilot knows if a plane has gone through a ring vs hitting it... It's for an iphone game (objective c w/ sparrow framework) just I figured it would be easier to figure out in flash then I can bring that knowledge over to my iPhone
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Sep 22, 2011
its me again I posted destroying MovieClips a few days ago now I'm working on the same project (you can probably tell I'm a beginner) and a new problem occurred I need a way to test if the EvilSlingFuzit collides with a rock, but there is more than one rock. I tried to create an array for the rock, but the rocks are created by the SlingFuzit so the Sling fuzit would have to do something like this:
[Code]...
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