ActionScript 3.0 :: Getting Good Collisions Between Balls And Also Using Hit Tests To Trigger Sound
Apr 29, 2010
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.
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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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Oct 4, 2010
In the game there is a backing groove played by triggering one movieclip to play. The user triggers short sounds from buttons embedded in drag and drop movie clips to play along with the backing groove.
On Safari or Firefox on mac the timing is absolutely fine.
On IE on Windos XP there is enough latency to make it unplayable.
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Feb 11, 2011
Can anyone recommend good sound classes or libraries (open-source) for Actionscript 3.0?
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Nov 27, 2010
Looking for a programming book that is in tutorial approach. Example this chapter teaches you how to do a login form. In the second chapter it teaches you how to integrate the login for to another app.Basically I'm looking for a book that teaches you real working application rather than abstract ideas. Programming language I have in mind is Adobe Air/Flex, Visual Basic. Functions I have in mind should at least cover Drag and Drops, Integration to a web form (form entry) and customizable interfaces.The languages i had in mind isn't fix. If you know a programming platform that has little code or easy to learn but still be able to develop a cool application.
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Nov 27, 2005
I'm a flash newbie working on a "game" for an architecture grad school class, using 2004 MX and and a Flash 8 demo. The game is a player in a street scene, where the user moves the player around with the arrow keys, and the up and down keys also zoom in and out. That part is working okay. My other objective is that when the player collides with any of the bulding facades, text describing the building would pop up, and a sound would be played. This is where I'm having trouble. I'm having some success with using hitTest to keep the player contained within the buildings, but great difficulting trying to get sound to play or text to appear when the player collides with a building front.
I converted one of the building facades on the "obstacles" layer to a movie clip ("snare3_mc"), with export to actionscipt checked. I'm trying to reference this movie clip in the "actions:Frame 1" code to play a sound when the player collides with it, and I'm also doing a test to see if it works by having it trace some text. I can get the trace to work for the "obstacles" layer with the buildings, but not specifically for the "obstacles.snare3_mc" facade (the green one). If I change line 123 of the code from "obstacles.snare3_mc" to just "obstacles", the trace text works, but I hope to have it specifically address the green building, not all of the buildings. Somehow I must not be properly loading or properly referencing the green object, my "snare3_mc" movie clip. Any ideas?.
Beyond not being able to specifically address the "snare3_mc" in the code to get the hitTest to even work, I can't get my audio clip to play no matter what I try. I'm trying to make the player's collision with this movie clip trigger the "snare3.wav" sound, but to no avail. The part of the code where I'm attempting this is the same hitTest with the trace text, lines 123-128 of the "actions:Frame1" code. Again, I'm probabl-y improperly loading or improperly addressing the sound in code.
The one other thing I want to do is to try and make text pop-up in a hidden box when the player collides with the green facade ("snare3_mc"). Ideally this text would appear out of nowhere when the player is in collision with the green facade, but dissapear entirely when the player moves away from the facade. I haven't even tried this yet in my .fla, but would want it as part of the same hitTest referred to above, lines 123-128.
Attached are 2004 MX and Flash 8 .fla files of this rough, ugly test version of my game.as the semester is winding down and my professor is not so into Flash or games. I feel like I am close, but really need help with these three little issues: properly referencing movie clips in the code for the hitTest, making the hitTest play a sound in my library, and making the hitTest pop up a text box with text while the player is colliding with the building facade.
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Sep 7, 2011
I want a link to trigger a sound click in flash AS3. I've taken the .play() outside of the function to confirm that it works by itself. What am I missing that will let me call an AS3 function from javascript?
Here is my html
<object width="5px" height="5px">
<param name="movie" value="play_coin_sound/playCoin.swf?v=5">
<param name="wmode" value="transparent">
<embed src="play_coin_sound/playCoin.swf?v=5" width="5px" height="5px">
[Code] .....
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Jul 28, 2010
First check this website:Go to the sound menu, and try to play any of the songs. Try the first one, than try it from the bottom.You will notice, that for a few seconds the buttons are not working. After a while they just start function.The Actionscript is on the "playBtn_mc":
var my_sound5:Sound = new Sound();
my_sound5.loadSound("zene5.mp3", false);
play5_b.onPress = function() {
[code]......
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Apr 18, 2011
I'm streaming an external MP3 (around 3 mb file) with the following method:
ActionScript Code:
import flash.media.Sound;
import flash.media.SoundLoaderContext;
import flash.net.URLRequest;
[Code].....
With that i have no problem, where i am completely lost is the possibility of triggering an event after de 15 seconds (first parameter of SoundLoaderContext) are loaded, ie, adding an event listener or something like that.
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May 27, 2009
I'm trying to use a playing sound to trigger an event when it finishes:
onSoundComplete = function(){
redbtn._alpha = 100;
redbtn.enabled = true;
}
I have the button fading and disabling nicely (on (release)) but when the sound stops playing, I need them to return to alpha 100 and enabled=true. It doesn't work but there's no error generated either.
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May 3, 2011
I have a soundchannel, and I'm playing a lot of sounds in it, but I need the completion of any sound file within that channel to be followed by a wait of two seconds, then trigger an event. How can I do this?
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Dec 18, 2008
I am using the Button component (the one shipped with CS3) inmany places in my AS3 project. I am coding in .as files, not on thetimeline.I have skinned the Button to use the colors I like. Now Iwish to "skin" it so that all instances generate a rollOver sound,and I'll be darned if I can figure out how.I know I can listen for ROLL_OVER events in each Buttoninstance. But I have many many Buttons and it seems kludgy to addthat same code to every class I have which tracks a Button. I amhoping there is some way I can make *all* instances of Buttonrespond to rollOver the same way. I am hoping it is likesetComponentStyle or changing the skin for the Button; I can do itin one place and it works everywhere.I guess I can listen on the Stage level for bubble-ups ofROLL_OVER, trap those that come from Button instances, and handleit from there, but stagewide listeners also seem a tad kludgy
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Dec 15, 2011
So i found a code on the adobe site which pics up input from the mic. I need that to trigger a video when it hits a certain volume. I'm a complete novice to AS3 and i need this for a proof of concept in the morning. Here's the code that i'm using to pick up the mic -
[Code]...
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Dec 28, 2009
Macromedia Flash MX 2004 I posted this somewhere else - but then realized no one actually uses that forum except to post ads...
Quote:
onClipEvent(enterFrame){
if(this.hitTest(_root.blaze))
_root.floor.speed = -20;
else{
[Code]...
I won't post the file because I'm using someone else's character and it's fine with them, but I doubt it should be here - this is the only code that's a problem, though.
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Dec 18, 2006
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?
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Aug 23, 2005
I have an application done in flash- on the main Scene Level, everything has only one frame but I have MCs and the like that are triggered by actionscript.There are quite a few nested functions on the main actions layer as well as an "onEnterFrame" function that reloads XML data in the background, etc... but that is not the problem.
The problem is, that at one point, I am calling a few MCs that kind of close up a section of the page like blinds- and then I want a text to appear ontop of that now closed area... but if I just write...
Code:
_root.TimelineFader.BlendeT1.gotoAndPlay(2);
_root.TimelineFader.BlendeT2.gotoAndPlay(2);
_root.TextAboveTimeline.theMessage_txt._visible = true;
...it all happens simultaneously, of course.I guess I could check for "BlendeT1"'s (or T2's) current frame (since it's an MC)... but how do I wait while that MC runs / until it reached a certain frame? How can I keep the rest of the actionscript in the main function from continuing?
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Dec 12, 2008
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?
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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.
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Apr 23, 2010
I'm setting up a functional test suite for an application that loads an external configuration file. Right now, I'm using flexunit's addAsync function to load it and then again to test if the contents point to services that exist and can be accessed.
The trouble with this is that having this kind of two (or more) stage method means that I'm running all of my tests in the context of one test with dozens of asserts, which seems like a kind of degenerate way to use the framework, and makes bugs harder to find. Is there a way to have something like an asynchronous setup? Is there another testing framework that handles this better?
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Jan 24, 2011
I've recently started practising test driven development - thus far I've been working on a library project, so I've organised my FlexUnit tests in a separate FlexBuilder 3 project, linking against my library's swc.Now I'm working on a web app and wondering how best to organise the tests for this. At the moment I've put them in a src/test package in the project I'm testing, with the test runner application at the same level as the default application. Is this the best way to do it, or should I have a separate test project and link in the source for the application I'm testing?
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Feb 13, 2009
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.
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Jun 15, 2004
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?
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Jan 1, 2007
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.
Code:
main.fla
var ballcount:Number=1;
[code]....
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Nov 24, 2009
I'm working on a general code library for ActionScript 3.0 called as3lib which includes several extensions to the core API and some useful functions. I've written several unit tests (using FlexUnit) to make sure everything is working correctly.
What is the best way to organize these tests in the library? Currently, I have all my code in src/ and my tests in test/ but I've set up a secondary Flex project to run the unit tests. I am also manually adding and removing the test files from the library when I want to run the tests.
Preferably one where the compiled library doesn't include the test files but I don't need two separate projects to test them.
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Feb 19, 2010
What programming tests do company's give Flash developers?
I would like to level the playing field for developers and recruiters.
I've heard companies give debugging tests with broken documents you have to fix. Flash developers could include Flash IDE users and actionscript programmers.
Everyone would like to know what to expect and understand some of the blind spots we face. A rundown on "what to be prepared for" may be a right answer. Best anecdote or inside scoop on major companies is good too (don't have to use real names, it's up to you). Perhaps you have an opinion of what is fair or reasonable, I'd like to know.
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Jun 28, 2010
I want to write integration tests for a Flex application using pureMVC architecture.The back-end is sqlite.
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Jun 19, 2011
openList = Array([1,1], [2,3], [4,5]);
containss = function (input, arrayData, tellID) {
for (i = 0; i < arrayData.length; i++) {
if (arrayData[i] == input) {
[code]....
This code returns false when openList contains 2,3. When I add trace(arrayData[i]), I get 1,1 2,3 4,5 and when I do trace(input) I get 2,3.
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Jul 30, 2011
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?
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Sep 28, 2011
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?
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Jan 20, 2012
This is kinda related to my other question: flex dictionary bug? The HashMap has a method getValues() which returns an array of values:
[cODE]....
the loop for (var key:* in map) iterates the keys of the dictionary map, but it seems its implementation does it in some random way. What is the best way to write a test since I don't know what the array returned by getValues method will contain? I thought I could do it by calling the sort method, and compare the values, is there a better way to do it?assertEquals(map.getValues().sort(), "value A,value B,value C,value X,value Y,value Z");
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