ActionScript 3.0 :: HitTest -- RemoveChild Multipal Objects?
Dec 20, 2010basically im trying this code code:
var cur:curFlap = new curFlap ;
var con:cont = new cont ;
Mouse.show();
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basically im trying this code code:
var cur:curFlap = new curFlap ;
var con:cont = new cont ;
Mouse.show();
[code].....
If I removeChild an object from the stage can it still be detected by a hittest? I have objects that are tweening off the stage and if they hit other objects they stop their tween i use removeChild to remove objects that I don't want a hittest to occur on which is the nature of my question.
View 1 RepliesI've condensed my problem to the code/situation below for testing purposes. I have several MCs. At any point, any one of them may be on the stage (via various other user interaction throughout the project - I've cut out all that for simplicities sake). I need a way to, at the press of a button, remove (from the stage) whichever MC happens to be there at the time. My hope was to put them all in an Array (or some other container??) up front, and then make code that would remove any of its current objects on command. Am I barking up the wrong tree?Here is the code. For testing purposes, I'm assuming that only one of the MCs ("b") have been added to the stage at this time:
var aroject1 = new project1();
var broject2 = new project2();
var croject3 = new project3();
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I'm a relatively experienced programmer, but I'm completely new to as3my question is how can I remove one object and subsequently all it's child objects and their listeners?I need to remove all objects from a certain object called "world". My objects are all on top of this "world" object. the game has a level object which is on top of this "world" object and it produces enemies among other things on an enter frame event.To remove this from the stage I call the world.destroy() method from the main timeline.
Code:
// * Destroy the world
public function destroy()
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I'm making a game where a character moves around a level and stays in the centre of the screen as the background scrolls past. I have created a movie clip of an enemy that moves up and down, and used hitTest to stop my character flying through the enemy and also to deduct a point from the score. However, if my character hits the enemy and stays underneath him, the enemy's movement pushes my character out of the screen, and you can no longer see him.
View 3 RepliesIm trying to make a small game. Could someone take a look at the CS4 and CS3 fla files attached and tell me how to make the game reset when the red circle touches the block boxes.
View 7 RepliesBasically what I'm looking to do is hitTest bullets inside an array (spawn via addChild -> pushed into an array) with another array containing ships (spawn via addChild -> pushed into an array as well).At the moment I have:
function moveEnemyLarge():void{
var target2:EnemyLarge;
for(var i2:int=0;i2<enemyShipArray.length;i2++){
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.. and a near identical function for the bullets (using variables: i, target).What is the easiest way for me to hitTest the objects within my bullet array with the objects in my ship array. Putting "target" in the PLACEHOLDER slot doesn't work, and from what I've seen some people will shove the one for() inside of the other.
I have many black boxes fallling down and i want the game to reset when the black boxes touch my red circle. I used this code for my boxes:
ActionScript Code:
this.createEmptyMovieClip("canvas_mc",10);
myInterval = setInterval(addbox1,500);
function addbox1() {
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I want to make a hitTest functions that detects if a object is hitting any of several objects. Is there a way to do this? I thought I could do this with a array and for loop. But I think that will use to much CPU when this is loaded every frame. Is there any other way?
View 1 RepliesI'm trying to get something quite simple to work, but can't figure out what's happening here. I have five identical MCs (Bat characters), and the user can drag a bottle to feed them.
There is a hittest object (called WormEat) inside the bat's head. When the bottle, which is attached to the cursor touches the bat's head, it toggles to frame 2 of the bottle, which should play an animation of the liquid going down to empty.
This code is all working fine, except that when the code toggles to frame 2 of the bottle, it remains static. The animated Movie Clip doesn't play.
If not, perhaps a Switch statement could work, but I'm not sure how to use that method with Hittest..
Code:
var DragArray:Array = [Bat1, Bat2, Bat3, Bat4, Bat5];
for (var i:int = 0; i < DragArray.length; i++) {
DragArray[i].addEventListener(Event.ENTER_FRAME, CollisionWorm);
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I'd like to remove objects via removeChild after Tweenlite has finished tweening. But it doesn't really work because my objects are still in the DisplayList.
Code:
//TweenLite.to(sndText, .5, {alpha:0, onComplete:removeChild, onCompleteParams:[sndText]});//does not really work; still in DisplayList
TweenLite.to(sndText, .5, {alpha:0});
TweenLite.to(musicText, .5, {alpha:0});
TweenLite.to(sndSlider, .5, {alpha:0});
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I'll try to make my question pretty short and simple.
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So what I'm trying to do is make the character stop when it runs into something. I can do that, but it will only work for one "block" movieclip I put on the stage. What can I do to make this work for multiple "blocks"?
I have several objects in a separate movie and want to perform a hitTest with them and my other object 'knexman' which is noted below in the script. Basically what's happening is that when I trace the output of the hitTest, it increments about 5 or 6 at a time with each enemy collision running into the knexman object. All I want to do is when objects run into the 'knexman', to increment and trace it by one. Once I get it to increment by one I can accurately conditionalize how many lives are left etc.
onClipEvent (load) {
function reset(){
this._y=0;
this._x=random(600)+300;
enemySpeed=random(15)+5;
this.gotoAndStop(1);
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I'm just curious how you'd hitTestObject a fast moving object? The problem I'm having is that my bullet seems to skip over large areas depending on the speed. Since the speed of my bullet is 40 pixels per millisecond (I think), it seems to only appear on the stage in instances that are 40 pixels apart, so I cannot hitTest in between those instances.
Here's an image of the bullet patturn as I hold down the shoot button. It just looks like this, unchanging. I won't be able to hit the yellow object ever.
I am trying to create a program using random motion of two movie clips and uses hitTest to determine whether the two objects collide with each other. I've gotten hitTest to work with the original movie clips, but when the user loads more movie clips (via a button and duplicateMovieClip):
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How would i make hitTest work better with a rotating object(AS2). Becase i have a circle and it if gets near the rotating object (actually pretty far away) it starts the script,(new x and y)
I think thats the rotation script, becuase i took a break for like 4 days becuase it was irritating.
When I implement the hitTest all the objects stop flying. Is it becaus too much is happening and the CPU has to think - I don't think so - my game is so basic. By the way, somewhere along the line I will use loops and arrays but at the moment I know what's going on in my code.
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I'm actually working on a multiple collision detection in actionscript 3.0, using pixel collision for a game for my assignment, where an enemy patrols around and searching for the hero. So, i draw a line between the enemy and the hero, to check whether there's some collision happened between those two. if the line colllides with an obstacle such as wall, door, etc. enemy will not be able to see the hero. When i tried a single line collision with a wall (one object only) it works perfectly.
But here's the problem. For the multiple objects collision (several walls and doors included), i added those objects in an arraylist, When i used for loop to check the collision between the line and those objects in the arraylist, none seems to react , except the first object in the arraylist or index 0.
Is there any simpler way to do the multiple collision detection?
I'm having troubles activating the HitTest, passing the objects name as a parameter through a global function. Let's say there is the following function on the main timeline:
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I'm trying to build a conditional statement that will addChild and removeChild at different Timer Delays. Before I go any further, I thought, I should mention that I'm usinig TweenMax to ease the alpha of ease Child from 1 to 0 and back during the process to imitate a fade-in/out.
I'm getting issue with only one line - inside a conditional statement.It's running "OK". The movie runs as I want it, but the remove/addChild transitions are not at the speed I want it at. I am getting an error message in the output, but other than that, the movie runs fine.
stop();
import com.greensock.*;
import com.greensock.easing.*;
import com.greensock.plugins.*;
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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)).
View 1 RepliesI cant do 2 removeChild(); 's beneath eachotherSo their always will remain 1 child how can i delete that one?
addChild
removehild does work
removeChild
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i am controlling a tractor mc with right and left keyboard keys and let the user move the tractor till it reach a certain point where it touch a mc i want to go to a certain frame and stop the keyboard event listener and also the hit test listenerso finally the tractor is moved by user till it touches the mc then we will jump to a certain framethis certain frame will not have both of the tractor and the mcPHP Code:
import fl.transitions.Tween;
import fl.transitions.easing.*;
import flash.display.MovieClip;
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I've created a MovieClip that opens other MovieClips. These MovieClips are galleries with example of my art and such. Within these gallery MovieClips there is a "close" button, which is actually another MovieClip.
the problem
Everything works except that when I open one gallery, then close it, then open it a second time, the "close" button refuses to work.
I thought this was do to my incorrect use of removeChild, but now I don't know.
This is made slightly tougher by the fact that closing the gallery involves playing a closing animation, so first I put the removeChild on the last frame of the gallery MovieClip. That had the same result so then I tried it this way.[code]...
Internally Flash obviously keeps a list of the primitives drawn using Graphics so I wondered if you have many such primitives in a Sprite, can you re-position/remove/alter individual items rather than clear and re-draw everything? Or is this deeper into the bowels of Flash than you're allowed (or recommended) to go?
View 4 RepliesI'm using Zend AMF to send my remote objects to Flex. I've defined a Constant class and created getASClassName() method. Then I've created Action script class in flex.
Objects are send successfully, but they are deserialized to generic Objects in Flex instead of specific ones. EDIT: On network monitor in Flex I can see that AMF value is set to com.my.project.valueobjects.Constant. Although array from event.result contains Objects.
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I have an array of temporary objects created in a for loop. The objects are of type class "Tile", a class I created. However, it appears that whenever I create a lot of tiles in the for loop, the program slows down indefinitely.
While the array is whiped at a later trigger point, I am thinking that perhaps these Tile objects are not being erased from memory. They are being created on the fly in a for loop, and the array is being reset to "array = []".
Are the objects still in memory or are they cleaned up when the array is set to []?
What I have is a game with a Level object, inside the Level is a Player object, and they don't have instance names given, what I'm trying to figure out is how to do is make it so that the player can change the x or y properties of the Level object.
To be more precise, I'm making it so that when the player moves in a certain direction, he either moves accross the stage, or he starts moving the Level object around the stage, it'd be in an Event kind of function, now I can easily make the Player move, but I don't know how to make the Level object move which the player is inside of.
I have a service which returns an Array of ObjectProxy objects. I would like to cast this to a custom object (a value object) and create an ArrayCollection. How can I do this?ited:I am using Django and PyAMF for the backend. I had to write a custom SQL query and I am wrapping the resulting records in ObjectProxy and sending the whole result as an ArrayCollection.Here is my client side code:
[ArrayElementType("SessionVO")]
[Bindable]
private var _list:ArrayCollection;
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I will try to give as much detail as I can. I am creating an CRM application using Flex(Cairngorm 2)/Java/Hibernate. The basic problem I am having is this: I have a Customer class in Java that has an ArrayList of Address classes. I have a Customer class in Flex that has an ArrayCollection of Address classes. When I make the remote object call for a Customer I get back a Customer object in Flex, but the ArrayCollecion objects have a data type of Object instead of Address. If I try to call for a List of Address classes I get the same result. If I try to call for a List of Customer classes I get a list of Customer classes in Flex. Using tomcat 6 with the following jars:
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