ActionScript 3.0 :: Predictive Collision Between Balls
Feb 9, 2012
I want to detect perfect collision between two balls. i mean. when balls move in ENTER_FRAME. their (x,y) are updated with such a large value that it sometimes miss the complete collision. and also how to find the collision point.
This bounces the ball off each 'wall'. how to add more balls (using actionscript - ie not copying and pasting on the stage) and to make the balls bounce off eachother too?
Recently downloaded Powerflash (FDT) to compare with Flash Builder, but it doesn't seem to cleverly colour the MXML code, nor provide me with predictive text. Is that only for action script files?
In my file (AS2), I have a small square at the middle of the page. Diagonally to the right, I have a vertical wall which is a rectangle. Pasted inside my small square, I have the code:
onClipEvent(enterFrame) { if (Key.isDown(Key.RIGHT)) { if (this.hitTest(Wall._x, Wall._y, false)) _x =
I have a simple ball class where it bounces and such and stays on the stage based on boundaries. right now im using a for loop to attachMovie("ball",...) in my main fla file which is basiclaly my movieclip that has the AS 2.0 class pointed to it. It bounces fine using the tutorial on Kirupa(by senocular?) i want these balls to bounce off each other too?
I have balls (...sounded pervert) that are created by duplicateMovieClip, yes, they spawn, but right on top of each other, and I don't seem to be able to do anything to them, I tried ball+i.onEnterFrame = function(){} typed in several different ways ("ball"+i, ["ball"+i] etcetc...) And I just couldn't find How to refer to them. i'm trying to spawn them to random positions and make them move in random directions (got the moving part already coded but like I said I can't name them -> can't use it atm.)
Short version: How to refer to balls that are created by duplicateMovieClip?
I'm trying to make two balls that bounce into eachother and walls for a school assignment. My problem is I don't really know the maths to make this work myself so I've tried to get help from others who don't know AS but who do know the maths, but I couldn't get that to work. Then I found a site that had exactly what I was looking for, but it was in AS2. I've tried to translate it to AS3 but it doesn't work properly either. The balls either get connected to eachother and stay that way or go out of the stage. This example is here:[URL] Attached my files. Probably lots of redundant code in my code from previous attempts at solving it, but I don't think it affects anything as it is now.
I've got this ball that bounces around the screen. There are a bunch more that are made with the duplicate movie clip command. I want them to bounce off eachother, as well as the walls. The problem is, I cant just put the code on the original ball because then balls want to bounce off themselves which creates problems. So my question is, is there some kind of loop I can use to make it so each duplicate ball will bounce off the others but not itself?
I've been trying to recreate the yugop examplewhere the balls seem to bounce off each otherbut the difference is, they can also rest on top of each other.click to add more balls.
I want to write a game in which there will be some balls on the stage, that will move randomly. They must have unique starting speed and angle and should interfere with each other just like real billiard balls. Is there any physics engine in AS3 that might be useful for this purpose, or will I have to write and model their behavior from the scratch?
I'm looking at creating a game which involves many bouncing balls on the screen, and the user can sortof select one of those balls and take it out... The balls should be able to bounce of eachother and the walls. I've tried implementing this from scratch, following the tutorials at [URL] - but it's not quite working for me, and if I need the game to become more complicated- probably best to use an existing engine. So is there an existing engine that will work very fast and well for this sort of thing? At a glance- it didn't seem like box2d or flixel would work for this... but what do you say?
I have a number of random balls bouncing around the stage.What I am having difficulty with is making them bounce off each other when they run into each other.The balls bounce off the walls just fine, but I can't seem to figure out the hitTest thing.
Following is the code I paste in the first frame of layer1..it was working before I added for loop..I am tring to explode all six balls on the stage clicking..but what is missing ?How can I get it work ?
for (var i = 1; i<6; i++) { ball[i].onPress = function() { ball[i].gotoAndPlay("explode"); }; }
I want to show the number of balls increasing as the frame numbers increase, and I also want to show them decreasing (reverse the frame no) how can I go about doing this? I also need the current frame to be in the middle of all the total frames so when I go to the right balls wil increase and go to the left balls will decrease..
I now have this but only one ball bounces when the flash movie is runvar array:Array = new Array;var dx:Number = Math.random() * 20;var dy:Number = Math.random() * 10;var velX:Number = 5;var velY:Nu
I wish to have a numeric stepper which allows me to choose the no of balls I want, then when i press the button I want all these balls to fall down..but when I press the button the x no of balls are generated but not falling down.
I have a number of random balls bouncing around the stage. What I am having difficulty with is making them bounce off each other when they run into each other. The balls bounce off the walls just fine, but I can't seem to figure out the hitTest thing.
im building a sound toy that has four balls that can be thrown around and will bounce of each other. when each ball collides i have a chord to be played through a hit test for each pair. im having a problem with getting good collisions between balls and also using hit tests to trigger sound.
I have a machine that shoots canon balls into three different barrels, each on a different x axis, I need to be able to shoot at an arc into the target barrel, the target barrel will be randomly determined right before the ball is fired, the barrels will be randomly placed from stage to stage
the friction and gravity applied are constant variables, how can i determine both the correct x and y veleocity to shoot the balls out so that they end up in the correct barrel. I don't want to hard code any variables
I'm trying to make a program that grabs info from a text file then uses the info in the file to assign where certain balls will rotate (eventually I'll configure it to looking like dots rotating around an invisible sphere)Now, I can do these two things separately, load info from a file and make blue balls rotate around given points... but I've been tripping up hard on making them work together, and I think my problem is in how I handle the events and events listeners to work with the code, you'll need to start a new flash AS3 file Then on the stage create a circle with the oval tool convert the circle to a symbol named "BlueCircle" and name the linkage class as "BlueCircle" then paste this code...
Code: var longLatLoader:URLLoader = new URLLoader(); longLatLoader.dataFormat=URLLoaderDataFormat.VARIABLES; longLatLoader.addEventListener(Event.COMPLETE, onLoaded);[code]....
I've created a class which simulates an action for example a ball bouncing about a screen thus I'd create it like so:
Code: var Ball1:ball = new ball(x,y);
How would I go about adding this to a loop, in a sense of every frame add another ball till you reach the maximum balls currently after looking in help, google and forums this is all I could find
After modifying code from a tutoial I've got the drag n drop game part of my educational project app working beautifully.The unfortunate thing is that If I hit the home button that is common to all the "pages" in my app to move away from the game, the balls that have been dropped into the correct position remain visible on the stage in ALL other pages.I'm guessing this is because the AS code removes the event listener so once dragged to the correct postion in the game, they snap there and cannot be moved.Am I right?How can I solve the problem of the dropped balls being visible on other "pages"
var counter:Number = 0; var startX:Number; var startY:Number;
I worked on a new Flash project, but I cant seem to find a good solution for how I want my objects to collide. In my project I have: a Ball(moving object) and a Floor(not moving).
The ball is positioned over the floor and drops onto the floor through the gravity that is applied with the code.
[Code]...
Is there a way to have a global gravity in flash AS3. In which you could choose what objects you want to be affected by it? Is there a way to have a block of code that separates moving from still objects and will not let any objects collide(not overlap)?
In my project I have: a Ball(moving object) and a Floor(not moving).The ball is positioned over the floor and drops onto the floor through the gravity that is applied with the code.
[code]....
First: the -23 in the code is what I don't like. Second: every single object that deals with collisions would need to be put into the if statement.Is there a way to have a global gravity in flash AS3. In which you could choose what objects you want to be affected by it?Is there a way to have a block of code that separates moving from still objects and will not let any objects collide(not overlap)?
What kind of code would one need to check for collisions between two symbols? I am hoping to become a game designer so this is important for future references.
Im currently working on a demo flash game built on AS 2.0. im a very beginner to this flash and AS and im stuck up with a very silly concept though im not able to overcome it. the problem i have is with collision detection ie hit test and im really struggling with it.
I am trying to use boxes for hit collision. I want to be precise with the collision so I was thinking about making multiple small boxes and checking for collision that way. This maybe a stupid idea or a smart one. If I do this way will that affect the performance of the game even though the boxes are invisible and wont be drawn on the stage.
map out the object starting from its center outward. Like right, left, top and bottom. I am creating a flying shooter so the plane has a long wing span. I could also map out the wing span and tail and so on.
In my project I have: a Ball(moving object) and a Floor(not moving).The ball is positioned over the floor and drops onto the floor through the gravity that is applied with the code.
Code: var gy:Number = 0; var gravity:Number = .2 function ballMovement(event:Event):void{
[code]....
First: the -23 in the code is what I don't like.
Second: every single object that deals with collisions would need to be put into the if statement.Is there a way to have a global gravity in flash AS3. In which you could choose what objects you want to be affected by it?Is there a way to have a block of code that separates moving from still objects and will not let any objects collide(not overlap)?
suppose I have a set of movieclips on stage. Each movieclips has its own name. I can drag one of these and check when my dragged movieclip collide with the other ones. Is there a way to determine the name of the movieclip that was hit by the dragged one without having to use a for-loop statement and/or array?