This doesn't make any sense to my feeble brain, and I've reached my googlefu limit.
I have a bunch of prototype methods that I use to speed development up, and most of them are attached to DisplayObject or InterActiveObject. Here's an example of one such prototype:
I have a question regarding hittest object in actionscript 3. When using events, you can check what the current target is by using e.target or e.currenttarget. I was wondering how this achievable by hittesting?since hittests are not a function.
I need to retrieve info about the hittested object.Here is an example to make it more clear:
ActionScript Code: if(movieclip1.hitTestObject(movieclip2)){ textfield.text = "this is information selected by the hittest: " + channel[e.target.name].item; }
I'm working on a project and using hittest to navigate. So it's pretty important haha.
I have a movieclip named Map linked to a class named Map. Inside of the movieclip I have 3 instances of a movieClip hitbox. they are named block0, block1, block2. What I'm trying to do is add them to an array using a for loop. Then in my player class I use another for loop to hitTest against the array. What I'm getting tho is this error:
Code: TypeError: Error #1034: Type Coercion failed: cannot convert []@2393159 to flash.display.DisplayObject. at xxx::Player/loop()[Player.as:54] The code from Player.as that the error refers to is here:
I created a .PNG in Photoshop (see attachment) -- now when I make this into a movieclip the bounding box covers the entire area so the hittest activates as soon as my helicopter flies into the bounding box.I looked at adobe's "help" they recommended this code (by the way, I'm using Flash 8):
my_mc.hitTest(x, y, shapeFlag ) my_mc.hitTest(target)
I read somewhere that you only use one of the two, and the shapeFlag one is the one to use.The above code I placed into the helicopter MC (named heli) - I set the x & y to where the PNG is.The PNG moves towards the helicopter, so I'm not sure if that makes a difference.I just want that if the helicopter runs into the ceiling or floor, the level resets.However my current actions activate as soon as it hits the bounding box.This is my code in the PNG:
iv gotten hittest to work on me and my friends sites, but with olny one button for the MC to check for. Very simply, how do i get it to check for 2 or more?
I've got a game where I need the enemys to hitTest with each other, I'm going to have copys of 3 types of enemys on the stage, instead of giving them all an instance name is it possible to hittest from the libary because I've given them instance names in the library of "enemya" "enemyb" "enemyc"
I have a tile-based platformer game under work, and I'm stuck on a problem with hitTesting:
//check all character collisions with levelHolder for(var i:int = 0; i < levelHolder.numChildren; i++) {
[Code].....
The problem here is that hitBlock only hitTests one block at a time, and when I test this: If you lean on a wall (press right arrow key) and go downwards you can go through the floor.
I need to make it so that I can test on multiple blocks at a time.
And I did try to replace hitBlock with levelHolder[i], but it gave an error saying:
ReferenceError: Error #1069: Property 0 not found on flash.display.Sprite and there is no default value. at Main/enterFrame()
I'm guessing that comes from the level array where 0 = blank block / empty space.
At first I had all my sprites in an array and cycled through them to detect for collisions but now I am trying to put them in 1 big sprite and testing just that. I don't know if I am doing something wrong or this is to be expected but testing for 1 big sprite creates lag within the engine. Am I correct to assume that it's because I am constantly testing the pixels of the 1 sprite? When cycling through the sprites individually i never noticed this lag.
I am trying to make a basic game, and have read all about bitmaps, but they have only confused me, so I am trying to succeed with a more flawed, but basic approach. I couldn't find any comprehensible tutorials on this, so I've tried it on my own, but it doesn't work.Basically I have my character in a movie clip connected to a class, and it is spawned when the movie starts, just like the "wall" class here. It populates the stage with a line of boxes, but my problem is that the hittesting only works on the first one.[code]
I thought maybe I had to use localToGlobal, but they are on the same layer, so it can't be that. It works on the root frame, just not in the movieclip.
I'm just learning so I'm sure I'm making many stupid errors. How do you hitTest 2 separate arrays of different lengths, all entries against one another . Code below for guidance.
I'm making a game where your character must touch rings (big ovals) that are moving up and down with a motion tween (with easing). I attach these movies and push them into an array. For the hittesting, nothing is accurate. Since a movieclip inside the ring movieclip is moving up and down, the boundary box is much bigger than it should be when hittesting. If I use the x/y method, it triggers the hittest when my character is in line with the reference point. It should trigger when the middle of the character hits around the middle of the ring.
What I'm trying to do is hittest two irregularly shaped objects using their alphas and not the bounding box.
The code below hittests two objects named target 1 & target 2. This is not my code, but mine looks exactly alike, except target 1 & target 2 are replaced with my MC's. the thing is, I keep getting an error.At every function line, like the "public static function complexHitTestObject I get an error that says: Expecting right paren before left-bracket. I don't know what this error is caused by, because I can't really see why Flash wants another right paren.
im having a really frustrating problem. I have 6 movieclips on the stage, all acting as 'map areas', these are named area1_mc, area2_mc and so on.. I then have a car which i drive around the screen, this instance name is car_mc ... All i want to do is do a HitTest to determine if the car is on one of the 6 areas.. i have the following
[Code]...
The reason it is not working i think is it is expecting the car to be on ALL map areas in order for it to be "on map". For example if the car is in the middle of area1_mc, i get three traces. On map (refferign to it being on area1_mc) then two traces of 'off map', because it obviously isnt on area2_mc or area3_mc.
I have 4 ball movie clips, a playhead and four target movieclips called mc_1-4, the array, (my_array), has 4 elements, which are each defined as having values of 0: I have a hitTest set up that will trace my_array to the output window each time it hits mc_1, to see what is happening. However the hitTest prints the array 3 times?
Am i right in thinking that this is because the hitTest is being triggered on entry of mc_1 in the center and upon exit?I need to make this hitTest be triggered once when the hitTest passes the center of mc_1. Secondly if any of the balls have been dragged and dropped on to mc_1 i want the array value with an index of 0, to change to 100 from 0 (not in terms of its index position because my array is only 4 elements long, in terms of its actual value) which i have tried to implement but i cannot configure the right code.
1. hit tests that only trigger once when they pass through the center of the object thus tracing one array.
2.use the balls 1-4 to make the array index 0, have a value of 100 if they are in contact with mc_1.
This is sort of a multi-layered question- I have a movie clip that I sectioned off in quadrants:The red dot is the player, the stage is the size of one square. My goal is to, when the player moves to either of the 4 edges, the next section of the quadrant comes up (meaning if the player moves to the right edge, the section that borders the right edge will slide on screen, and the old section will slide off screen).I was wondering if there was a way to hitTest if an object is touching any part of the edges? Is the hitTestPoint method something I should look into? What I have so far is an object off screen (black rectangle), that when the player touches the quadrants slide like I want them to (at least I'm trying to make that work).Here is my code. I know some of it's wrong and/or I'm missing something.
if(leftKeyIsDown && player_mc.x > -15) //-15 is half the size of the temporary player_mc {
In a ActionScript 2 code sample it uses some MovieClip.prototype's functions, as MovieClip.prototype.setModel;I'm trying to write this example using an ActionScrip 3 class, but the MoviewClip.prototype does not exists, where can I get it from? Does it exists in ActionScrip 3?
--update as you are asking, here goes, this code works just fine as an actionscript included on frame1, but I want to make a ActionScript 3 class with this same code:
//package //{ // public class asteroids extends MovieClip // {
I am using a software to load my swf in the TV and I can get basic functionality without problem. My issue is with creating a menu slider that is x and y sensitive without using the Xmouse or any mouse related property. This has to function within D-Pad Navigation and with a standard TV remote. I have had some success with using an invisible button (loaded with a script) to make the menu "move". This way doesn't allow much control.
am finishing up the Friends of Ed Actionscript for Flash MX.At the end they show using MovieClip.prototype. Is this depreciated or not best practice? I was planning on moving onto FOE Object-Oriented ActionScript.
Why wont work this prototype ?I dont understand it.You can download the fla hereWhat do it need to do: When you roll-over a piece of the skyline it need to resize to that defined number.I putted the code in a for()-loop.
ive made 5 diff codes to give the right positions on my mc's. but the code is all hanging on the mc's. Now i was thinking 2 put all code into 1 keyframe. So i think i need to write a prototype of it. It will be great if somebody out so i can understand more about how 2 write my own prototype for this. The file is just for study for me to play a bit with aligning mc's on stage. The code that is hanging on the clips are:
I'm trying to make an educational app prototype (I'm new to Flash, this is for a Masters in education) to help students learn IPA symbols (phonetics). I have successfully made a section where the students click on symbols to hear the corresponding audio and listen to explanations.
For the final part of the prototype, I have to create some kind of instructional game. My idea is to have 12 circles, each one playing an audio file of a vowel sound (this I know how to do). The students will have to click the circles to listen and then drag and drop them to the correct IPA symbol. Flash would then give feedback on correct/incorrect answers and a score. Maybe all of this is against the clock, needing a timer.
So, I need to learn drag and drop. What else to I need to learn so that one drop position is considered "correct", the others are considered "incorrect" and a score is given at the end? And maybe a timer?)
In Flex, you can add functions to the prototype of a Class; but how do you add a setter? For example, with A some (non-dynamic) class, you can do this:
var o:Object = new A(); A.prototype.myFunction = function():void{trace("foo");} o.foo();
And that will call the foo function. But how could you add a setter, so that setting the property calls the setter (just like it would if you declared the setter in the "normal" way on the A class). So what I want is something like this:
PS: Manipulating the prototype is an unusual thing to do in Flex, and not something I'd recommend in general. But for the sake of this question, just assume that there is a reason to dynamically add a setter.
How can I use setInterval in movieClip.prototype? This code increase num value just one time... MovieClip.prototype.testFunc = function(num) { var num = isNaN(num) ? 0 : num; trace(num); clearInterval(this.slideDelay); num++; this.slideDelay = setInterval(this.testFunc, 4000,num); }; var testMc = _root.createEmptyMovieClip("testMc", 1); testMc.testFunc(0);