ActionScript 3.0 :: Tile Based Game Depth Sorting?
Oct 1, 2007
I've been playing around with ActionScript 3. They have a new way of placing clips onto the stage, "addChild(clip)," which automatically places the clip onto the stage with it's own depth. So here's my problem, when making a tile based game, I have to constantly depth sort to make sure the object lower on the screen has the higher depth than an object higher on the screen. Pretty much, their depth depended on their y-coord. Does ActionScript 3 still let us play with depths?
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Nov 17, 2009
I'm relatively new to AS3. There's one thing that I don't quite understand about Sprites. I'm making a tile based game, and all the tile graphics for a level are inside one movie clip in each frame. Would I be able to go about creating multiple sprites based on the frames in said movieclip's timeline I would I have to go through and make a separate library graphic for each.
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Aug 7, 2009
Im busy with a rpg graphics engine, while discovering as3 whilst doing it. So I made different classes for the world, tile managers and players, etc. But since I have a 45 degrees SNES rpg view on my world I need depth sorting based on their Y coordinate. At least my npc's and the middle tile layer need that. But all these objects are now all different classes now and the swapchilderen method is quite cumbersome. Do I need a whole messy cumbersome method to sort specific tiles and npc's based on their y coordinate or is there a simpler method to have proper depth sorting in as3?
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Feb 28, 2010
I am trying to make a pacman game and was advised that collision detection for a game like this is much easier if you create it using a tile based methodology. I have the map created and the character moves fine around the grid. But once I added collision detection it seems to be a bit off and inconsistent. Im not entirely sure what the problem is with the collisions.
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Feb 5, 2012
With flash builder and away3d I have made a 3D building where you can walk through.
When you start, you are outside the building and you can enter the building through a door. This building has an outside wall made of bricks and an inside wall. There is a little space between the inside wall and the outside wall (just as a cavity wall).
But when I walk outside the building, I can see sometimes parts of the inside wall through the outside wall (depth sorting problem). The same as I walk into the building, I see parts of the outside wall through the inside wall. Some of these depth sorting problems you can solve with pushfront and pushback, but not all. For example when you are outside the building, you can use pushfront for the outside wall.
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Jun 9, 2009
I used to dabble with AS2 a while back, and never really liked it much. I mainly program in Django and Python, with some PHP on the side - Flash was never one of my strengths. However, due to a new project I am delving into AS3 which is a MUCH needed improvement over AS2.
But there also comes a learning curve (which is not too large because OOP languages are very similar). I am currently trying to get depth sorting to work in AS3.
The project I am doing is basically a complete clone of [URL].. and I am 90% finished. I have the sprites (alligators not penguins in this instance) moving, chatting, etc. via url requests to Django for the server. The only thing I am having problems with is where the sprites move towards the chat text mainly (look at penguinchat if your not sure what I mean). I would like the sprites to appear underneath the chat text, so the users can still read the text if somebody moves there.
I have the chat text, a room changer, a user manager, and input text movie clips all on the .fla stage, and have .AS files with code in them for all of the objects. I can easily take the movieclips off the stage and spawn them with actionscript if needed, but I would rather not (easier to design the interface this way IMO).
The sprites are added as children of the user manager MC, which is a sibling to the chat text MC. Everything would be solved if I could simply assign a number to the user manager MC (depth) that would be lower than the chat text MC. Or even having to assign a number lower to each sprite.
I have tried "addChildAt" when creating the sprites and specifying an index of "0" but this does not work. Is it because the chat text is on the stage and not spawned via actionscript?
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Jul 28, 2010
I need the enemies to move around the obstacles on screen. I have tried several methods but it seems to screw up other functions in my game... For example the depth sorting function starts messing up (sortchildren()). I think its because i'm such an amateur.
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Jan 10, 2005
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I'm trying to create a simple side scrolling platform game. So, my question is, which direction should i go in? Tile based or art based?So far i have a jpg that extends far beyond the stage and if i wanted to make a real level then instead of having it 480x2000 i would need to make it more like 480x5000 at the least.Im interested in tile based but all the guides i've found are rather dated.
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Feb 24, 2012
[code]...
This is my code so far, is square.graphics the way to go? How do I draw a tile that is a picture? Do I need to hold the graphics in some sort of array to do checking like collision?
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Dec 17, 2010
Is there any way to animate from a tile based .png image file? I have multiple images in 1 png file having slight changes in each image, which if cropped and put into layers one over the other, will give the feel of animation or a character moving or walking etc.I want to know can we do that kind of animation in flash as we do it in C++ or Java and how can we do it.
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Feb 11, 2010
I am having problems with my collision detection. basically when I hit a solid tile my character's body is half way in the tile already. here is my code.The properties wY and wX are my game world positioning. Not the stage positioning. dx and dy is the velocity the character is traveling. This first snippet of code is within a game loop. The focus point of my character is centered on the x axis
package com.objects
{
import flash.display.MovieClip;
[code].....
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Aug 23, 2010
I've recently picked up some flash work after a long respite into motion graphics via after effects, and I'm slowly mucking my way through things. I've currently got more than 250k pixels I need to seamlessly scroll through horizontally, via a scrollbar and buttons. I've bitten off more than I expected! I've been searching around, and it seems like tile based scrolling is what I'm going to need, due to max bitmap restrictions, is this correct?
If I'm on the right track here, I throw myself on the mercy of the community for any tile-based scrolling resources out there that you know of, something that explains the idea and setup from a non-game point of view maybe? Sorry if I seem like another noob looking for a quick fix, I've honestly been trying to find info on this all morning. Also, feel free to smack me into shape if I'm making this harder on myself than necessary.
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Sep 16, 2011
I have a tile based game à la Scrabble where tiles are placed on the board.. during the game the tiles must all be touching, and there should be no groups of tiles anywhere else on the board..I can find single loose tiles and check for surrounding tiles easily enough but how would I go about checking if every tile is touching on a horizontal or vertical axis and if there are loose groups of tiles on the board ??
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Apr 6, 2010
i am trying to do the following: in a tile-based game i want to attach a bunch of tiles which are movieclips the tiles are all similar in function, only the graphics are different. so i created one basic class for all of them:
Code:
package {
import flash.display.MovieClip;
public class TileMC extends MovieClip {
[Code].....
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May 4, 2011
I trying to make a game like Chicken Get Home.There a different type of levels in the game by arranging the tiles. I made the levels in the art and exported the array value by using mappy. ** How can we use the array value in our code and how to import those levels in the code
** How to move the tile with mouse only to blank position(ie like snapping to next tile)..
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Aug 5, 2011
I have a list containing display objects from throughout the application (insertion order). I want to process the list either top-down (parent, child) or bottom up (child, parent). The only requirement is that either a parent is processed before any child or vice versa a child before its parent. What is a good approach? This question is not about sorting a list. It's about retrieving the depth of a particular display object.
Example
Display list:
A (root)
B1
C1
C2
D1
B2
......
My list:
list = [E1, F4, A, B2, B1, C3, ..., N9, N8]
Bottom-up:
N9, N8, F4, E1, C3, B2, B1, A
Top-down:
A, B2, B1, C3, E1, F4, N9, N8
Does not matter if N9 before N8 or N8 before N9. Important is that any N is before M (first run) or any M before its children N* (second run).
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Apr 8, 2011
I have been working on sorting Arraycollection like ascending , descending the numeric list. Total length of my collection will go up to 100. Now I want to preform sort to nested data like this
Data Structure
Name : String
Categories : Array ["A","x or y or z","C"]
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{"Mike" , ["A","x","C"]}
{"Tim" , ["A","y","C"]}
{"Bob" , ["A","x","C"]}[code]....
anyone please explain how to sort this type of data in a way showing all "x" first , "y" next and "z" at the last and vice a versa.
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Mar 25, 2009
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[Code]....
After this is created I have an Enter Frame listener that rotates the cards around that axis based on mouse position. Problem is that they get depth sorted based on the order that they are created, cardArray[0] in back all the way up to whatever the number of cards is. I have tried a few of the simple Z sorting classes and noticed that my cards dont actually change there Z property, only their rotationX. I was just wondering if anyone might know of an easy way to depth sort these. Otherwise the best idea I can come up with is to check the rotation based on 360 degrees and assign a depth. That seems like a lot of ugly math though if you want to see what the swf looks like check here.
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I'm building a basic tile game containing 3 layers of 'tiles' image the game has a dimension of 3x3 my data array's look like this:
[Code]...
How can i load this data from an external file which is easy to edit for the level-desiners ? (and what is best to use, xml, json,?) Is is not better to just use 1 datafile instead of 3 and what is the best way to do this?
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Nov 10, 2009
I have a question on coustom sort..I have a datagrid for which one coloum has a itemrenderer. I need to sort a coloum based on the value in the item renderer. In the dataprovider for the datagrid i have a numeric value. Based on the numeric value in dataprovider i have a String associated with that value which is shown in UI. I need to sort based on the statusLabel associated with the numeric value.
[Code]...
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Jan 9, 2010
What I want is to sort a Vector array of objects(not primitive), based on a propery(Number). (think character.zDepth). Generally the same thing as the sortOn function of Arrays, except that we don't have that for Vectors.
like myArray.sortOn(x, Array.NUMERIC)
Dealing with Vector arrays of primitives not complex objects.
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Dec 30, 2007
I need to know how to control a MovieClip based on it's depth.MovieClip at n depth .gotoAndStop(2);
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May 4, 2011
Code:
moviclip.swapDepths(movieclip._y);
and it worked perfectly.
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Jun 26, 2007
I'm looking to create a rotating set of images, simulated to look 3D... that can rotate either left or right, reactive to someones mouse location.
The path of the images would look like a flat oval, and as the images came to the forefront, they would be at full scale, have the lowest position (high _y), have the highest depth (appear in front of everything else) and be dead center _x.
As they slide left or right, they would reduce everything by a relative 50% to the final shift (scale, _y, and depth) until they got to the end, moving in an upward arc following the oval path. When they got to the end, and kept rotating beyond (move in the opposite _x. but appear to follow the flow of the arc), continuing to decrease in scale, _y, and depth.
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Mar 7, 2010
I'm familiar with C/C++/Scheme/Java/OpenGL/TCP/IP.I need to learn how to build a tile based / platform flash engine.What tools should I be using? What books should I buy?I strongly prefer tools that let me do things programatically rather than through a graphical UI.
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Oct 2, 2010
I'm making a flash game and I've come to a halt in my code. This is how the game works: Where ever the mouse is clicked, the player will run towards thats spot. It's on a field. The problem is, I want the player's size to decrease as he gets higher up on the field(as the y gets closer to 0), giving the illusion of depth. But for the life of me I cant get it working! Im quite new to AS3 so im not sure about all it's tricks, but here was my go at it.
[Code]...
When I run the code, my character's size stays the same when I go up and down, but goes all wobbly when i go at angles without any real order. Clearly it's not working.
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Apr 19, 2011
I'm making a game where you place tiles on a grid. When placing a tile, I need to check the existance of another tile to the left, right, or above and below, otherwise the tile should not be placed.. Here is a function I thought would work, that accepts one variable (the position of the tile just as it is about to be placed) :-
private function checkSurroundingTiles(gridPosition:uint) { var t1 = gridPosition - 12; var t2 = gridPosition - 1; var t3 = gridPosition + 1; var t4 = gridPosition + 12; for(i = 0; i < gridRefArray.length; i++) { var checkTile = gridRefArray[i]; if(checkTile == t1) { return true;
[code]....
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Apr 10, 2012
how to reorder an array based on the information contained in another array. What my script is currently doing is detecting all the attached monitors I have and then ordering them based on their left bounds. However I then want to reorder the screens location in the array based on whether the user has selected that display or not. If the user has selected it, by clicking a button, the button movie clip will be on frame two, if they haven't been chosen it will be on frame one. So what I am doing is then creating two separate arrays, chosen screens and not chosen screens, and then combining them into one.
Code:
if(displayButton.currentFrame==displayButton.totalFrames)
{
//sort the chosen ones into an array
[Code]....
My problem now is being able to reorder a separate array which contains all the screens, called screenArray, based off of that. screenArray currently returns [Object Screen], [Object Screen], [Object Screen], etc... and is in the order of 1,2,3,4,5,6. How do I take then and get it to be equal to the order of my displayButtonsChosen Array of 1,3,5,2,4,6?
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Pretty much what I am looking to do is have an NPC find the shortest path from their location to the player's. Everything is turn-based, so the NPC would have the capability to move from one room to another adjacent room in one turn. Keep in mind that there would be no physical manifestation of the code, other than some text that would be displayed when the NPC enters the same room as the player.And as an added aspect if possible I would like the ability to stop NPCs from entering the same room as the player once they've reached it if the room/door/entrance is locked.So the end result would be something like this...
-------[E]
[P][ ][ ][ ][ ]
--------[ ]
[P][ ][ ][E][ ][code]..........
Only difference is that there would be no graphical representation.
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