ActionScript 3.0 :: HitTest Works But Also Returns Error
Sep 5, 2009
Perhaps I should leave well enough alone, but it bugs me that my hitTest gives me an error message even though it seems to work as intended. I have two movieClips running side by side. The second clip, the hitTest object is actually in an array that I keep pushing every second.
[Code]...
I have tried to trace cars[i].name and it returns "instance XXX" instead of what I would have expected, which would have been something like cars1, cars2, etc... If that is creating the error, I don't know how to fix it. I have thought also that perhaps the array itself is being referenced, but again I wouldn't know how to change it.
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Oct 9, 2008
it has been a while before i did something withactionscript again, but does anyone know if there has been some changes about loadingexternal text files in Flash?I tried loading an external text file from a online webserverthat worked fine. But now i wantedto move the text file to a different webserver and i got thiserror:
Error opening URL '
http://wwww.uniqwebdesign.com/mailform_test/dataformcs.txt'
httpStatusHandler: [HTTPStatusEvent type="httpStatus"
[code]......
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Mar 10, 2006
For some reason my hitTest in the following function is not working. With each onEnterFrame of the mc being "fired", I am checking to see if it is touching one of the "clouds" I have floating by. My traces tell me that I am targeting everything correctly, but for some reason, hitTest never returns true. Even when I see the mcs colliding. The "clouds" are dynamically attached and pushed into an array (cloudsArr) The clouds and the "fire" mcs are on differnent timelines, but should that matter if I am targeting them correctly?
[Code]...
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Jan 26, 2010
when i make this script:
onEnterFrame = function(){
if(ss.hitTest(_root.c2)){
_root.ss._x = -49.4;
}
}
it only does go to cords -49.4 once, after ss have hit c2 once it doesn't react when it hits c2 again!
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Oct 14, 2003
My hitTest function only works on the y-axis
This is the code....
onClipEvent (enterFrame) {
// _root.speed = speed;
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[Code] .....
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Dec 29, 2009
How would i make hitTest work better with a rotating object(AS2). Becase i have a circle and it if gets near the rotating object (actually pretty far away) it starts the script,(new x and y)
I think thats the rotation script, becuase i took a break for like 4 days becuase it was irritating.
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Feb 27, 2012
I have a problem with the getChildIndex() method. I have an array that stores multiple children and I want to perform a hitTest that only works on children with a certain depth, with one that is lower than the other hitTest "partner". Therefore I want to check the depth of that certain child.I tried to trace the depth, but I get crazy errors doing that. No matter if I do it from the child itself, or from the Document Class.
trace(getChildIndex(foes[7][1][1]))
[7] is the current level, [1] is the type of child and the second [1] is the child itself called [Object EnGob]. I put it there by the push() command.
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Mar 24, 2012
For days now I have been trying to get this hit test to work and which ever way I try it, it always comes back to the same result. I get a hit on the last item I pushed into my array but none on the previous items I pushed in. Also if I put a .sort() on the array it only gives a hit on the last item of the array, no matter which one I push in.
The idea is that I want to drag and drop objects onto the stage, they may not overlap so I need a hit test on the objects so I can make them undroppable when the hit test is true.
This is the part I have for dragging the objects to the stage, and adding them to arrays for the hit test.
Code:
private function onClickDragBuilding1ToGameField(e:MouseEvent):void{
building1Placeholder.x = mouseX-25;
building1Placeholder.y = mouseY-25;
[Code]...
Now if I run this I can add the object to the stage just fine no errors or other issues but the hit test only works on the last object I added to the stage/array and not the previous object I added to the stage/array.
Sso I drag the first object to the stage. (no other object are available yet so nothing happens, this is as it should be) Then I drag a second object to the stage, this reacts to the first object and returns the hit test as true. (Also great and working as it should.) Then I drag a 3th object to the stage, this reacts to the 2nd object I dragged just fine and return a true value, but it does not react to the 1 object I dragged onto the stage. Then when I drag a 4th object to the stage it will react to the 3th object I added, but not the 1st ad 2nd object.
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Jan 21, 2004
Ive got a code to move a MC on the main stage together with the mouse, in the the X axis,. difficult to explain. But now the client wants that this MC movement works only when the Y position of the mouse is over the 300 px. I thought I need a hit test or something elese. Please help. Here is the whole code.
[Code]....
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Feb 2, 2011
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Dec 10, 2011
I have a textArea in my main application as[code]...
I have another mxml file in which I access that textArea as[code]...
I am able to append text via following command which does not seem a good option or is it? Won't following line of code by inefficient if size of text in the Text Area increases considerably?
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Dec 1, 2009
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Oct 4, 2010
I've been using asGamer's excellent set of game design tutorials to put together a basic 'ship and enemies' shoot 'em style game - my first proper venture into using AS3 and external class files - and I've hit a problem with executing hit test results. To explain: The game uses Engine (the document class), Ship and Enemy classes. Enemies (new instances of the Enemy class) are added to the stage in the Engine class, where they are also stored in an array, enemyList. The Ship fires a Laser, and the Laser class is where we test for a hit on Enemies.
Now, in asGamer's original version he uses the hitTestObject to test for hits, and if a hit is registered, this line
PHP Code:
Engine.enemyList[i].takeHit();
Calls a function in the Enemy class to remove the relevany clip. However, as the hitTestObject includes the bounding box of a clip in its hit test, I decided to use Corey O'Neil's Collision Detection Kit for greater accuracy. The CDK CollisionList class returns an array, the each element of which is a clip with which the target object has collided.
The problem this presents is that rather than using
PHP Code:
Engine.enemyList[i].takeHit();
To deal with a collision, I now use
PHP Code:
collisions[j].object1.takeHit();
Where 'collisions[n].object1' are the movie clips hit.
When I test the game it throws an error
PHP Code:
ReferenceError: Error #1069: Property takeHit not found on com.asgamer.basics1.Laser and there is no default value.
at com.asgamer.basics1::Laser/loop()
Although the movie does not break, and continues to remove destroyed enemies as if there was no problem.
What the problem is with calling the takeHit function via the collisions array rather than the Engine.enemyList array? And perhaps suggest a way to prevent it? I should point out that the 'laser' is in fact a blast that can take out any number of enemies intersecting with the blast radius, which is why I'm using CollisionList to detect hits.
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Oct 11, 2010
sometimes I get this extremely nasty bug:
Code:
ArgumentError: Error #2005: Parameter 0 is of the incorrect type. Should be type BitmapData.
[code]....
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Feb 22, 2012
sometimes I get this extremely nasty bug:
Code:
ArgumentError: Error #2005: Parameter 0 is of the incorrect type. Should be type BitmapData.
at flash.display::BitmapData/hitTest()
This is the line where I get this error:
Code: if (player.bitmapData.hitTest(player.point, 255, tempUpgrade.bitmapData, tempUpgrade.point, 255))
I have absolutely no idea what went wrong. My object (tempUpgrade) is generated inside of a manager-class. There I can define the look of it and it gets cached. The image I use is a spritesheet (png) that's embed inside of my library-class. The spritesheet is splitted into appropriate pics via a CacheTileSheet-class.After that process they get thrown inside of an array because I need the bitmapData for pixel-perfect collision detection. Of course this is not the complete code so if someone needs more please let me know.
[Code]...
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Dec 8, 2011
UPDATE: Now I've moved the AMFConnection var declaration to outside the functions in Main, and commented out some trace() commands, and now it gives new errors:
Error #2044: Unhandled NetStatusEvent:. level=error, code=NetConnection.Call.BadVersion
at AMFConnection/init()[/Users/Jan/Downloads/amfphp1/AMFConnection.as:32]
at AMFConnection()[/Users/Jan/Downloads/amfphp1/AMFConnection.as:23]
[code]...
I'm trying to connect to AMFPHP on a server (with Flash AS3), and the swf borks when it reaches the .connect() stage. To make things easier (?) and more reusable (?), I've put all the NetConnection mechanics into a separate class, AMFConnection, which I call from the Main document class like this (details changed):
public function testConnection(e:*=null):void {
var conn:AMFConnection = new AMFConnection();
conn.table = "some_table";
[code]...
AMFConnection actually starts the connection and calls the AMFPHP service with the function gogogo(), and here's where the connect() NetConnection function just won't work. Here's the main section of the AMFConncection class
private var _netConnection:NetConnection;
private var _responder:Responder;
function AMFConnection()
[code]...
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In my document class I have the following snippet of code...
Code:
package
{
import flash.display.MovieClip;
import flash.events.MouseEvent;
[Code]....
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I am experiencing an issue in AS3 that doesn't seem like it should be one at all...In my document class I have the following snippet of code...
Code:
package
{
[code].....
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Been given the following actionscript
Code:
package menu
{
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[Code]...
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I have a container movieclip called cont_mc then inside that I have a series of pins which are called pin1_mc then inside the pins I have a final movie clip the size of the pin head to act as the hit state.You can see what I talking about here: http:[url]... Before I had the pins in the container movie clip I was able to bump them to the top of the display list using this code in the on over function.this.setChildIndex(event.target.parent,this. numChildren-1); Now I have wrapped them in the container mc this code no longer works and I get an error, must be a child of the caller?How can I change this?
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[Code]...
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