ActionScript 3.0 :: HitTestObject - Any Child Within MovieClip?
Jan 14, 2009
Is there ant way to run a hit test on any child within a MovieClip. I am trying to create a maze MovieClip which contains a number of Wall children. I have an object that needs to know when it hits a wall. This is the code within the object:
package {
import flash.display.MovieClip;
import flash.events.Event;
public class Mousey extends MovieClip {
private var Root:MovieClip;
public function Mousey(m:MovieClip) {
[Code] .....
Before i ask what im sure will be a very silly question, let me say that i am a total beginner at Action Script. I am trying my best to make a simple game for University, and i have tried, but cant figure it out.
Anyway, the game is basically Breakout, where you control a Paddle, and try to hit a ball towards blocks.I cant figure out how to remove the blocks when the ball hits them.[code]...
i have a parent movieclip mcA and i want to add another movieclip mcB (child movieclip) inside mcA such that the extra part of mcB is hidden. The size of movieclip remains same as of mcA
For ex:-
mcA = 300x300 mcB = 400x400
then only 300x300 of mcB movieclip is visible and rest of the part is hidden.
I'm trying to make a simple maze game. I have movement working, and now I'm trying to implement collision. Here's what I have:
An 8x8 grid, with walls of length 1 to break the grid up into a maze. the walls are instances of a movieclip I've named "mc_wall" a guitar-pick-shaped chip I'll control the movement of a cross-hair called "arms" that will check if there are walls immediately surrounding my chip by way of collision. "arms" is a movieclip made up of four individual movieclips: "uparm", "leftarm", "rightarm", and "downarm"
I have currently named each instance of "mc_wall" to be "wall" this is the code I have now (using only right as an example):
function moveRobot(event:KeyboardEvent):void { doslide = true; if (event.keyCode == Keyboard.RIGHT)
[Code]....
this will work, causing the chip to remain in place if the rightarm detects "wall", and move if the rightarm does not detect "wall". My problem is that, although I have named every instance of "mc_wall" to be "wall", the only "wall" flash will recognize is the last one.
Is there a way to adjust this code to look at all 70-or-so instances of "mc_wall" instead of only the last one?
I would like to detect a collision between a named MovieClip on the stage and an instance of a MovieClip from the Library which is created dynamically.
at the moment I'm putting all the dynamic instances in an Array and then I loop through all of them to see if I'm colliding with any of them, which I think is not great:
for each (var zz in corridors){ if((map_player.Ndist1.hitTestObject(zz) == true)&&(zz is brick)){ ...
I'd like to remove the loop and do the hit test and do something like
I'm trying to make a fish controlled by direction keys catch some random color shapes thats falling on screen... i made the fish move and the shapes fall but when now i cant do it catch the shapes.. looks like it doesn't make the hitTestObject
I have two movieclips that I would like to interact with eachother (in this case, lets just say its a ball that I throw, and the ground). The problem that I am having is that the ball has its own .as file that determines its gravity and x/y directions depending on mouse position (those values are called in the main actionscript)
Is seems like hitTestObject can not find the Ball movieclip because it is not added to the stage or display list until I click the mouse.
Trying to do hitTestObject on instances that are dynamically placed on the stage. Receiving an error:
TypeError: Error #2007: Parameter hitTestObject must be non-null. at flash.display::DisplayObject/_hitTest() at flash.display::DisplayObject/hitTestObject()
I have a circle_mc on the stage. Then I create randomly placed 20 squares (square_mc) on the stage. I can move my circle on that stage, and all I want is to check hitTestObject(or any *yet unknow for me* method that gives a result) if circle touches any of squares. Then I need to remove that touched movieClip (square) from the stage. hitTestObject checks if 2 specific objects are touched. My question is how to know which square is which, and then if it touches with circle_mc to remove it from the stage.
I have a bullet object and a boulder object (both movieclips originating from JPEGs) in my AS3 game. The trouble I'm having is with hitTestObject for the collision detection, as it's taking in to account the transparent areas and basing the collision on the bounding boxes surrounding the movieclips. This is a problem because the collisions are not accurate and if the bullet (long and thing line shaped) is at an angle...the bounding box is quite large around it...and it's "colliding" with the boulder even though it's visibly many pixels away. Is there a way to detect MovieClip collisions that ignore transparent areas?
i want my character to walk down the screen and hit the objectWall and then a movieclip then gets added to the stage and plays but it doesnt seem to work and ii dont know why.
I have a function that states when movieclip1 is dragged and hits a line then it stops the drag, however it seems to stop the entire drag function in the swf on the other movieclips even though they arent called in the function.[code]
I have movieclip which contains child movieclip. when child movie clip finish to play i want to run a function in a parent movieclip. so I made a custom event dispatcher in the first frame of the child movieclip:
below shows how to add child in a movieclip. ebd.target.addChild(info_grd); there is button named my_btn inside the movieclip info_grd.I would like to remove movieclip info_grd.parent
I'm trying to access a parent movieClip from the child movieClip
Here's what I want to do,
I've got a movieClip named wrong_mc, which plays for a couple of frames and on the last frame, its got a close button "close_btn" inside of it, now I wanna write the code such that when close_btn is played the movieClip "wrong_mc" should go and stop at frame1, I'm just not able to access this movieClip from the button.
I have a picture on the stage that has multiple items that have hotspots/links over them that should open a child swf on top of the background and show details about the items. then have a button in the child swf itself that removes the child from over the background so the user can click on another item etc.I found this code in someone's post and I am trying to modify it so that works for multiple swf files...it currently works for a single swf.I wan to pass the name of the button in front of the .swf in the URLRequest to have the same name as the instance name of the referring button. But I can't figure it out. Here is the code I am using on the stage
The issue I am having is that I have no idea how to access the Children of another MovieClip. I have 2 MovieClip's, storeFront, at frame 25, and reviewPage, at frame 60. storeFront contains a vector, cart, and I need to access it from reviewPage.
I have tried...
var appRoot:MovieClip = parent as MovieClip; buff = appRoot.getChildAt(30); review = buff.cart;
I am trying to add a child in a movie clip and perform basic operations on the child but I cannot get access to the child.
It loads the child to the movieclip "FLine1MC" but it says FLine1MC.ClipArt1 does not exist when I try to change the x location.
function AddArt1(evt:MouseEvent): void { var ClipArt1Request:URLRequest = new URLRequest("images/mypic.gif"); var ClipArt1:Loader = new Loader(); ClipArt1.load(ClipArt1Request); FLine1MC.addChild(ClipArt1); FLine1MC.ClipArt1.x = 550; } Anybody know what's my error?
By that token, is there a way we can check the exact path of an object?
I have a movieclip that will load an external picture from a given path, it works fine if I hardcode the picture path. In the scene I added this moveclip at runtime, but now I have problem to pass in the a string path value to the movieclip so that in can load a correct picture.
Does anyone know the actionscript 3.0 parameters in removing the child within a movieclip? This is my scenario:
1. I have two (2) languages which play on the main timeline. Each languages are movieclips.
2. I have a movieclip which has buttons. These buttons are added dynamically using "stage.addChild(main_menu)"
3. I have a go back button together with the main timeline. How can remove a child on a timeline? For example when I choose the language A: it will play through by a movieclip and the buttons will be added dynamically [the dynamically added buttons are inside this movieclip; also the AS3 is inside that movieclip]. I wanted to remove the added child when the go back button is pressed and return to certain frame on the main timeline. The go back button is not included in the said movieclip--it is within the same timeline of languages and I wanted the script to be on the main timeline.
In my document class I have assigned the root of fla to theRoot movieclip as theRoot = MovieClip(this.root); And as my program proceeds I have added several childs to theRoot. Now at the end of my program I need to delete all the childs of theRoot. So,how can I do this without individually deleting single childs.
First post here. I have a list of images preloaded through an XML file, and in order to store them in my animation, I had to load each of them into a separate MovieClip. Now I want to pick one of them at random, show it onscreen, remove it and show another one, etc. In order to do that, I created an empty MovieClip on the stage and moved it around, giving it the animation I wanted, and now I was wondering how to "attach" one of the image-containing-MovieClips to it, so that it moves along with it.
None of the methods that I've seen in AS 2.0 seem to work. Normally I'd use attachMovie(), but I understand that it only works with MovieClips that are in the Library, while mine are dynamically created from the preloaded images.
I'm having a problem with a Class (extends MovieClip) that is a member variable of another Class (also extends MovieClip). When I add the child Class to the parent Class, it doesn't display when the parent is added to stage's display list. It will display if added to the stage itself, but that negates it being a member variable in the first place. I need that for what I'm doing, as having it all encapsulated is important. Is there something I'm doing wrong in initialization that could be causing it to not display? I'm using CS4 Pro with Flash 10, by the by.
I am developing a shopping cart for my web store. What I am trying to do is initially a store front is rendered where a user selects the products and adds them to a shopping cart. The "cart" is a vector that holds all of the products selected. The user is then sent to a review page where he/she can review their order. It is then communicated to a PHP page for the final checkout and what not.[code]...