ActionScript 3.0 :: Multiple Collisions - Create An Array For The Rock?

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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ActionScript 3.0 :: Separate Touching Collisions From Overlapping Collisions?

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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Flash :: Handle Collisions Detection With Multiple Instances Of One Movieclip?

Apr 27, 2010

I'm using Adobe Flash CS4.The language is Action Script 3In my library I have 2 items:playerwallthe player object is already functioning correctly with moving him around.Now when I place multiple wall objects into the stage (wall = 32x32 px) I want to prevent the player from moving when he walks into a wall.I've tried giving all the walls the same instance name and just check for a collision with that object but when I do that the collision only works for 1 of the walls.I could give all the instances of wall a different collision script but this is way to time consuming, is there another way to globally define the wall as solid for the player?

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ActionScript 3.0 :: Handling Multiple Frequent Collisions Between The Player And Level / Environment

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I've decided to make a start on a new platformer and I was wondering specifically how each of you programmers would go about handling multiple frequent collisions between the player and level/environment. At the moment I'm quite proud of this [URL] Here the player is using a single if statement as follows to check for hit detection.

[COde]...

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ActionScript 3.0 :: Handling Multiple Frequent Collisions Between The Player And Level/environment?

Mar 17, 2011

handling multiple frequent collisions between the player and level/environment. At the moment I'm quite proud of this [URL]. Here the player is using a single if statement as follows to check for hit detection.

Code:
if(player.area.hitTestObject(g1) || player.area.hitTestObject(g2) || player.area.hitTestObject(g3)){
player.y = g1.y;
YS = IYS

[code]....

(This has a slight problem as the player can only be touching one ground at any time and this loops through all of them it ends up making the player fall through the ground anyway.)

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ActionScript 3.0 :: Managing Multiple Instances - Assign The Bullet Speed And Check For The Collisions With Enemies?

Sep 17, 2011

I have been reading these forums for like 2 months, thus i never felt like being able to post something as a valuable answer to someone's problem, since i've been AS3ing for like 3 months now. I have a small problem here on a game that i am trying to create. I am trying to make a shooter game . Like the ones u kill enemies and then the the level advances ( imagine the pseydomovement depth feel of the background giving the player the taste of further movement of the field , yes like old airplane games ). Ok to the point.

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[Code]...

So when all 5 mikros are out i start firing them . BUT only the last child of mikros seems to follow the hittestobject procedure of my code. Which means that if all of the 5 mikros are on stage the one with the smallest .y value will disappear when hit by "sfera". I know it is huge but this pains my head for like 1 week and i cannot think anything . Tried some staff. but i do not know if this is proper thinking or if my programming is proper for this and i must redo all.

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ActionScript 2.0 :: Using An Array To Create Multiple Variables?

Aug 23, 2006

If I have multiple variables of the same type, can I create an array and loop to create them or do I need to create them individually.

For instance,

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[code]....

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ActionScript 3.0 :: Create Multiple Dimension Array?

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can we create multiple dimension array?

something like this
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ActionScript 2.0 :: Loop To Create The Multiple SetInterval's Based Off The Array

Jun 21, 2006

I would like the loop to create the multiple setInterval's based off the array, but the function called is not clearing the setInterval...

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Actionscript 3 :: Dynamically Create Multiple TextFields Based On Array.length

May 4, 2011

What im looking to do is dynamically create TextFields based on my array.length. So if I have 3 strings in my array then 3 TextFields with the array text needs to be created.

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[Code]....

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Actionscript 3 :: Create Multiple Shapes And Store Them In An Array To Dynamically Move And Change Them?

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ActionScript 2.0 :: Hittest With Multiple Array - Without The Rest Of The Array Numbers Being Reset

Mar 20, 2009

The Setup: For each movieclip the hittests a set of "target" movieclips an array is given a value. If mcIcon1 is dropped onto mcTarget1 the first number in the vacant array is given the value of one. The Issue: If I remove mcIcon1, for example, from the mcTarget1 movieclip I can't find a way of just removing the 1 from that array without the rest of the array numbers being reset.

[Code]...

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ActionScript 2.0 :: Create Array Inside An Array Dynamically From An Unknown XML Tree?

Dec 28, 2010

Actionscript Code:
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ActionScript 3.0 :: Create Dynamic Array Element Names Based On Another Array?

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[Code]...

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ActionScript 2.0 :: Create A New Array That Is The Same As The Length Of Array?

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I have 2 arrays:

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Cant Get Collisions To Work

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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ActionScript 2.0 :: Any Way To Check Collisions By Arrays?

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();
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ActionScript 2.0 :: Flash Car Collisions / Hit Test

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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:

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[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.

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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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ActionScript 2.0 :: Psuedo 3d Collisions Using Spheres

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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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ActionScript 2.0 :: Test Collisions Than HitTest?

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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ActionScript 2.0 :: Velocity - Collisions At An Angle

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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ActionScript 3.0 :: Undetected Collisions In Loop?

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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ActionScript 3.0 :: Break Out Clone Collisions

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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ActionScript 1/2 :: Use The HitTest Function To Check For Collisions

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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Flex :: Detect Visual Collisions Between Objects?

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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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Flash :: Using A Custom Event To Listen For Collisions?

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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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Actionscript 3 :: HitTestPoint() Not Testing For Collisions Correctly?

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]...

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ActionScript 2.0 :: Avoiding Class Collisions / Overwrites

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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ActionScript 3.0 :: Detecting Collisions For Different Parts Of Single Mc

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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