ActionScript 3.0 :: Slope Detection In Platformer
Jun 15, 2010
I have an art based platformer with a movie clip that is basically a triangle shaped object that serves as the slope.My problem is in the collision detection with the slope. Here's the code that i currently have - [code]This basically places the rectangle shape that serves as the main player (_rec) along the slope and increments its y position based on it's current x position. The reg point of the slope is on the bottom left.The problem is that this code comes into effect even if _rec is jumping over the triangle because of the square shaped hitbox of the slope. Also, for the same reason, I cannot jump while on the slope itself.I know of a way to rotate the character based on the incline in the ground but I don't really like that idea. The character should stay vertical at all times. I really don't want to do a tile based version as I have a lot of art already designed, it's only the ground objects that are basic shapes.
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[Code]...
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Nov 19, 2010
I have this rather cool code for a _mc on a slope. The only problem I am having is making the sprite.mc change states/animation when the sprite.mc is jumping.here's the code I have:
onClipEvent(load){
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[code]....
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Apr 23, 2011
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Jan 22, 2011
I have the xspeed and yspeed of a round ball, xspeed is distance ball moves to the right each frame and yspeed distance ball moves down each frame.I have 3 different gradients of slopes, one is at 15 degrees off the horizontal.How can I calculate the xspeed and yspeed of the ball after a collision with, for instance, the 15 degree slope.
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Jan 27, 2011
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Jul 7, 2011
I'm having trouble with this mainly because Flash's Math.atan() doesn't give the same results as my TI-83's tan^-1 function.
If I have a line with a positive rise and run for the slope and use tan^-1( (the slope) ) on my calculator, I get a value between 0 and 90, with 0 being a horizontal line and 90 a vertical line. A negative numerator with a negative denominator for the slope puts it in quadrant 4 where tan^-1(slope) gives 0 to -90 values, again with 0 being horizontal and -90 being vertical.
Putting the slope of the blue line into tan^-1() would give a value of about 80 degrees, while the red line would calculate to about -50 degrees. The rotation property Flash uses rotates objects clockwise and can range from 0-360. Using the -90 to 90 values and figuring out if the rise and run of the slope are positive or negative, I can determine which quadrant the line is in and calculate the degrees.
However, this so far is not possible for me because Math.atan() gives odd results.
A practical application for this knowledge would be a player in a game throwing spears from (0,0) to the mouse x,y. The slope would take care of the trajectory of the spears, however if your spear sprite is a spear flat and facing toward the right, you need to rotate it appropriately from 0-360.
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Apr 21, 2007
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Jul 29, 2010
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Aug 21, 2010
i'm currently making a flash game which has ground and water.And its going to be big.For someone whos 13 like me i have problems.The script was edited recently so sorry to anyone who was working on it.the issues are underlined.here the script.
onClipEvent (load) {
grav = 2;
speed = 15;
[code].....
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Apr 11, 2011
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Nov 3, 2011
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Jun 20, 2010
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Jan 24, 2012
I was wondering if anyone knows of a way to isolate the pixels that are adjacent to a certain color pixel in a BitmapData. For example, if there was a BitmapData that looked something like this:[code]I was wondering if there was a proven and efficient way of doing this, because I am trying to make a collision engine of sorts that can give me the collision normal of the best fit slope of a given bitmap image. In the scenario of the last example, the slope would be 1/1, or -45 degrees. The way I have it now, I am isolating the adjacent pixels by blurring the entire image, looping through all of the pixels, and storing the gray ones in an array. from there I can determine the best fit slope of the surface of the image. The only thing is that this seems like a lot of work for the CPU. Is there a better way to isolate the black pixels adjacent to white ones than blurring the image and looping through every pixel?
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Nov 6, 2010
I'm doing a project at the moment where I am creating a side scrolling platformer in AS3. Currently I have:
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The thing I am having issues with is creating collision detection between the "Character" and the "Background.Ground" so that the character can move along the shape of the Ground movieclip within the background movieclip.
Actionscript Code:
package{
import flash.display.Sprite;
import flash.events.Event;
import flash.display.MovieClip;
import flash.display.Stage;
import flash.geom.Transform;
import flash.events.KeyboardEvent;
[Code] .....
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Dec 12, 2009
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Nov 30, 2009
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Jul 5, 2009
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Jan 28, 2012
I am currently working on a platformer using accelerometer to move the character and xml to load levels as so..
[as]
level.x += (e.accelerationX*40);
if (e.accelerationX > 5) {
e.accelerationX = 5;
} if (e.accelerationX * 40 < 3 && e.accelerationX * 40 > -3) {
player.gotoAndStop(1);
[Code] .....
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May 25, 2011
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onClipEvent(load) {
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jumpSpeed = 20;
} onClipEvent(enterFrame) {
[Code] .....
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/*var orig_x:Number;
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[code].....
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[Code]....
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Jul 19, 2009
I have an if statement set up for the rollout on a button:
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[code]....
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<code>
package {
import flash.display.Sprite;[CODE].....
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