ActionScript 2.0 :: HitTest Only The Content Of Movieclip And Not From 0,0 To _width, _height?
Nov 7, 2006
This is probably just a brainfart but when I publish the code below, my hitTest is triggered by the entire movieclip from 0,0 to _width, _height and not by it�s content. The �fwa� movieclip contains some txt that I broke apart, and I only want the hitTest to run when the �mc� hits the txt within the �fwa� movieclip!
[AS]
var i:Number = 0;
var count:Number = 0;
var colorArr = ["0x99cc33", "0xff0066", "0xffcc00", "0x33ccff"];
This does change the width, but the line gets thicker (height is increasing) as the width increases. Why is this happening, and how can I keep it from happening? I want only the length of the line to change, not its thickness.
i know it's possible to check the _width and _height of a .FLV with the metadatainfo. BUT not every movie got this kind of info, how do i check this without the info or can i place a .FLV in his original size in the screen?
I'm having trouble getting the _width & _height of a jpeg loaded using loadMovie. I'm trying to reposition it (pseudo-registration point) for rotation in a container movie clip. If I use hard-coded numbers, it works fine. However, if I try to position it based on its _width and _height properties, it's no go... in fact, it doesn't even show up on stage.
Basically I've got a movie clip on the stage called loader_mc, I am loading a picture from the server into it with:loader_mc.loadMovie('http:[url]....');I am then trying to to take a snapshot of the image using:
dummyBMP = new flash.display.BitmapData(loader_mc._width, loader_mc._height); dummyBMP.draw(loader_mc); dummyBMP seems to be empty after this though, and I notice that loader_mc._width and loader_mc._height have a value of zero. The picture is visible on the stage despite this though.Anyone know where I'm going wrong?
I am new for Flash Action Script 2.0 .I have made one script to dynamically load the images depends on the data came from database.This images can be of any size in the directory.I want this images on perticular height and width.so i wrote like UserImage._xscale=35 and UserImage._yscale=47.but i do not get the image of that size.I tried to set _height and _width property the it is not displaying image.so what should i do to get the image of my size?
Is there a way to detect the _height and _width of a incoming image?
I'm going through a loop, duplicating movie clips with mask, loading an image, and squeezing it down to 100 x 100 for thumbnails. The client wants the thumbnails to be actual proportions but I used so many tweens and setup functions based on the 100 pixel width it's going to be a nightmare.
I have a movie clip that jumps around over the course of my movie using standard keyframe animation. At every keyframe, it calls a function that moves a dynamic text box on top of it, autosizes the text box, then alters the movie clip's _width and _height to fit that of the text box.
The problem is, while the resizing code works fine and the text always fits, the act of altering the _width and _height seems to cancel out the keyframed positioning. The movie clip changes size, but it's forever locked to the position of the first keyframe.
I want the value of _height to vary to the _width value by the image(movie) ratio. if the image is 1000x500 ... So if I want to decrease its width down to 200 then its height must be 100 as well
I want to provide this script to resize many picture and want all them resized with the same Width.
I have a movie that I am loading text into. The textbox is set so the text flows downward. In an ifStatement further down, I am trying to see how tall that movie is(depending on how much text goes into it) to see if I should attach a scrollbar for the movie. If I trace the hight, it tell me that the movie is 200 high, which is the size that I created the textfield in that movie. But when the text is in it, it is actually much taller. How can I get an accurate reading of how tall it is, after the text is loaded into it?
I am using the ._height of a movieclip in my AS and for some reason one of these is coming back incorrect.It is off by 3.4 pixels.I can't see anything in the movie clip that would cause this.
i just would like to know how to create an "hitTest" script inside a movieclip that is actually part of that hitTest code?I mean... I have mc A, and mc B. and the current hitTest code im using (that is on the timeline) makes mc A, destroy mc B when collide with it... but there are many mc B on the stage (with the same instance name) so, when mc A collide with one mc B, it destroys ALL mc's B... but i want it to destroy only the mc B that he collides, not all the others... maybe an hitTest script inside a movieclip B would work (somethig like "if MC A hitTest ME = i die" (not all the others)).
This is the third thread I've written for my current project (1st was answered perfectly, 2nd failed [but I still figured it out anyways]) but I'm not sure if there is a solution to this problem. I can't really explain my problem, so once again I've included a helpful animation to show you what I mean. Bear in mind that the pale-blue box represents the movie clip's borders, and those borders are usually changed to include the animation (instead of the borders moving with the animation, the borders get bigger).
For the animation problem, I've already got a solution: create an invisible movie clip that has the exact size and shape of the animated movie clip and make it follow the movie clip as it animates, and make the hitTest check the invisible movie clip instead of the animated one. As for the rotation problem, well, I don't know how to fix it. Is there a way to change that?
I'm setting up a project that has a list of 45 words. The user should be able to drag the words into an area on the stage, as many as they want, but unable to proceed until they have only 5 words in the selected area. I started off by making each word a movieclip and making them draggable, but wondered if there was a way to simplify the code rather than putting it on all 45 movieclips, if there was a way to have it know which one i'm currently dragging.
Then I was unsure how to keep track of how many were in the area. If i have a count that gets increased for each hittest, it goes up and up, but you can continually redrag the same word on which is wrong. But the user needs to be able to drag words out, so I can't disable them when they hit.
I have recently started to learn about flash and as2 and I am working on a small shooting style game. I have managed to create a hero that moves around the screen and enemies which I shoot at. The issue I am currently having is that on my ball movieclip (bullett) the first frame holds a ball and the 2nd frame is a small animation of the ball breaking apart. So basically when the ball is thrown and the hittest comes back true the 2nd frame plays showing ball breaking apart. Now when I fire a 2nd time it constantly plays the 2nd frame of the broken ball. How can I restart the ball movieclip in its 1st frame to carry on shooting normally.
Below is the as2 I have on my ball movie clip. onClipEvent (load) { var statee; statee = "ready"; maxJump = -30; grav = 0; gravity = 1.5; [Code] .....
I have three symbols. First is a Shield MovieClip, where in the first frame I have placed a stop(); Action and the second frame is where the animation starts..Second is a Ship and third is a PowerUp. Inside the Ship symbol, I placed the Shield MovieClip. I wanted to create a hitTest when the Ship hits the PowerUp, the Shield MovieClip inside of the Ship will start playing.
This is my code that doesn't work: if(this.hitTest(_root.ship)) { root.Ship.Shield.gotoAndPlay(2); }
I'm getting really tired of AS3 now because I cant get it to do basic things like hit tests which were so easy in AS2. Basically, I generate a number of fish of varying scale, speeds and directions using this on the first frame of the timeline and the constructor function in the fish.as file:
ActionScript Code: function DisplayFish() { for (var i:int = 0; i < 20; i++) { var newFish:fish = new fish(); this.addChild(newFish); [Code] .....
What I want to do is rather than setting a max / min x/y use a hit test with a side wall MC on the stage, and a hit test between this instance of fish and all other fishes so they bounce off each other. I've tried so many ways of hit testing from within the class with MCs on stage but just cant get it to work. ActionScript Code: if(this.hitTestObject(root.LeftWall)){ directionX = 1; }
I have a stage with instances of bauble_mcs on it that are attached by the document class of the main timeline (can someone tell me what the right term is here? I don't know what I call the main time line in AS3).I then have instances of snow_mc attached by the same class. Inside the snow_mc I want to test to see if it is hitting any bauble_mcs but I don't know how!
inside snow_mc I am trying:
PHP Code:
if(this.hitTestObject(this.parent.bauble_mc)){ }
to which flash says:
1119: Access of possibly undefined property bauble_mc through a reference with static type flash.displayisplayObjectContainer.
I was playing around last night trying to learn simple AS to make a movie clip act like a button. I wanted the button movie clip to reduce the alpha value of the other movie clip when you rollover the button and when you roll off the button the alpha of the movie clip goes back up. It works, but if you keep rolling over and out of the button movieclip sometimes the alpha gets stuck at a certain value for a bit, then does what its supposed to. I'm using onEnterFrame () to do the hitTest constantly.
Here's the SWF and FLA files for you to look through:
hitTest SWF hitTest FLA
Here's the AS code I used in the frame to do this:
I'm building a a space shooter "Defender" type game, and I'm having a problem with the hit test. My laser hits the enemy (which a duplicate). Enemy movie clip goes to it's frame to which a short explosion animation. The hit test works fine, but since there is more than frame in the "enemy" movie clip, the hit test cycles through every frame of the "enemy" clip until it passes through it's boundaries. Is there a way to only have it hit test with only the first frame of a movie clip?
This is the script on my laser movie clip that performs the hit test: if(this.hitTest(_root["enemy"+i])){ _root.score+=100; _root["enemy"+i].gotoAndPlay(2); this.removeMovieClip();
This seems like it should be simple, but... I've been trying to figure out how to do the following, and I can't seem to make it work. It all works except for the hit test part. I have a working drag and drop application. I need something different to happen when the user drops an object while the mouse x,y is, or is not over a certain (very irregularly shaped) bitmap inside a movieClip. how to do this? I have found some complicated ways to hit test between 2 bitmaps, but not 1 bitmap and mouse x,y.
i'm breaking my head over something, and will be very grateful to any creative ideas:
I created kind of drag and drop game: i have cards that should be placed on squares.
in case the card touches any square, the square changes it's color. the problem occurs when the card touches 2 squares at their middle: they both change their color.
in fact, I need that only one of the square will change it's color, and it should be the square that the card touches it with "the most of him". i thought of using the hitpoint but i know it won't work, because in case the card touches both square in the middle it won't work..
I have a MovieClip. It represents animation of jumping monster. For clearness, let's pretend there are only 2 frames: the first one occupies top left rectangle (x = 0, y = 0, w = 70, h = 70) and the second one occupies (x = 100, y = 0, w = 70, h = 70). So monster jumps from left to the right. And position of MovieClip itself is constantly = (0, 0). I'd like to fire some event when monster is clicked by mouse.
For some reason, I have stage mouse listener, not monster mouse listener. I wrote this code: stage.addEventListener(MouseEvent.CLICK, onClick); private final function onClick(e:MouseEvent):void { const clickPos:Point = new Point(e.stageX, e.stageY); // having monster:MovieClip, how do I check hitting it? [Code] .....
URL...The game has a helicopter centered on the screen (the heli movieclip is in Scene 1, frame 1, Layer 2). Then I have a "World" movie clip on Layer 1. Inside the world movie clip are the enemies, weapons, and boundries of the map.The world movie clip is moved when the controls are used to make it look like the helicopter is moving (although it is actually stationary). When the space bar is pressed, the "bomb" movieclip inside of the "world" movie clip is duplicated, and the duplicate is placed at the correct coordinates in the "world" movieclip so that it seems like it is coming out of the helicopter. This is all working as intended.The problem comes when trying to hitTest the bombs with the boundries/enemies inside of the "world" movieclip. The "boundry" movieclip is also inside the "world" movieclip, and is part of the Boundry class. The hitTest is inside my "bomb" class. Heres the code:[code]But the hitTest just doens't work. I've tried every combination of legal hitTest statements between the two movieclips, and it wont work. As you can tell from the SWF...the bombs explode seemingly randomly. SO somewhere...somehow...the bomb is colliding with the boundry.
I have the following code to populate a dynamic text box:
[Code]....
My problem is that I need to get the autosized height instead of the regular height of the text box before autosize. In a parent movie clip I have the following code to do some custom scrolling: