ActionScript 3.0 :: HitTestObject - Test If "ball" Touches "line"
Dec 28, 2011
I have a MovieClip with the instance name ball and another one called line. I want to test if "ball" touches "line". I got a class called HitLine and the class Ball extends HitLine. So the code for the class Ball is just:
[Code]...
I tried this in the class HitLine but it doesnt work: Actionscript Code: // checks if ball hits lineif(this.hitTestObject(line)){doSomething();} my guess is that the "line" is wrong.. but how do I have to change this? My objects (line and ball) are already on the stage and there i gave them an instance name.
so I dont create them in the class... so my problem is: how do i use line as an object in the class...because i get an error that says: 1120: Access of undefined property line
I have a particle generator class and I want to create a hitTestObject function on another object to check for any collisions with the particles produced.I bascially have a character already on the stage called character_mc and I want to be able to collect the particles, that means when the character touches a particle, the particle disappears.
I have a Movie Clip and Im trying to do a hit test on it but i want it to test when the second object touches th eactualy object in the movie clip, not just enters inside of the blue outline.
I have a line that is 800 pixels long. The line is a gradual curve, that gets kinda steep at the end. I want this ball to go along the line. How do I make the ball move to the right, and stay on top of the line. All I have now is...
PHP Code:
onClipEvent(enterFrame){ this._x +=35; }
Now I need to add something to make it follow the line. The instance name of the line is.... "line" without the quotes of course.
if (_root.Limits.Border.hitTest(this._x + xspeed, this._y + yspeed, true))Beginning with (this._x), I do not understand what effect that has on the hit test itself. I understand that the_root.Limits.Border.hitTestcalls a hit test on Border, which resides within the movie clip Limits. What effect is had on the outcome of the hit test by adding in those specific variables, along with the "true" at the end? I'm making a game that of course uses extensive hit test collision detection, and this code is from a sample I've been working on to get my collision detection down pat.
I'm designing a maze type of game. The character can only walk on a line. I'm trying to test if thecharacter is on the line (land). If he isn't on the line, he isn't supposed to move (i.e. disable the arrows that control him). The easiest way I thought to test this, is to test the color the character is on. (The line is "66CC00" and the rest is "999999").My code:
HTML Code: var land:Boolean = false; var bmp:BitmapData = new BitmapData(this.width, this.height, false);
I'm designing a maze type of game. The character can only walk on a line. I'm trying to test if the character is on the line (land). If he isn't on the line, he isn't supposed to move (i.e. disable the arrows that control him).The easiest way I thought to test this, is to test the color the character is on. (The line is "66CC00" and the rest is "999999").[code]My character stands on "66CC00" in the beginning, so that he can start moving. When I trace hexColor it stays on "66CC00" even though my character moves onto "999999".
I want to use a non-standard font on the web in a various combinations of font-color and font-size without having to assign individual configs for each. So far sIFR seems to pick up font-size no problem. but not font color, so I am working on a work around.
The problem I am running into: sIFR is breaking text to the next line without a linebreak <BR> being present.
[Code]...
For the sake of the project I am working on, it looks like setting the standard to block level elements only with font-sizes of 18px and above will be the route taken to keep from holding it up further, but I still have personal interest and would like to pursue understanding sIFR and the line breaking further.
I am new to Stack Overflow and am concerned this may be an 'extended discussion' which the FAQ says is beyond the scope of this site.
i wanna ask how do i make a ball bounce off something like a ball bouncing off a bumper in a pinball game? i've tried a lot of times but everytime the ball get stucked to the box and it doesn't move anymore...will be grateful if anyone noes the actionscript of it..
ball collision inside another ball using gravity.I have one large circle in the middle of the stage (its radius is 150 pixels). I have another circle inside of that one (20 pixels radius), this is the smaller ball that I would like to have bounce around inside of the larger one with gravity. When the small ball hits the edge of the larger circle, I would like it bounce inwards to the center of the larger circle. It keeps doing this until it eventually stops in the center of the larger circle at the bottom.
I'm trying to do that when the user touch (not click with mouse the program runs on androidthe code gets the (position of) touch x and y (like _xmouse but it dosen't work on ndroid) How can I do it?
I added attack to my character in the game and he attacks and the enemy dissapears, the problem if I can't get my character to die when he touches the enemy. I got it to work once but what happened was that even if I hit the enemy, as soon as I hit it I got to the game over screen and got stuck on a loop between the gameover screen and the moment I defeat the monster.
I want to find out if the user is currently using more than one finger to draw on the screen.currently, the TouchEvent object doesn't have any property like touchCounts, which tells the number of touches on the screen. it just has a touchPointID, which helps to identify a particular touch.
do i need to handle this on my own ? for eg: in the TOUCH_BEGIN event handler i could see how many different unique touchPointID i have received and update the count myself.
I got another problem that I just can't figure out how to solve.
PHP Code:[code]......
When I click Player, player goes to the right in speed 20. When he hits the wall he stops. BUT, he doesnt stop until the registation point hits the wall. Registation point is in the center. But I want him to stop directly when Player touches Wall.And Im gonna have wall around the "map". So i need him to stop if he touchs LeftWall, RightWall and what ever.
I'm currently making a flash game and to insert sound. The sound effect has to play everytime the character touches the coin yet the coin still has to be able to unload. I never used sound before in flash.
I'm making a game using Cs3, and As3, And I need a way to make it so when the character touches a swirly thing it goes to another scene...How do I do that?
I am currently making a platformer game and I want to make a hitTest script that makes a character that touches a few spikes teleports to a position on the map.
I'm trying to test a custom Flex 4 skinnable component, using the FlexUnit UIImpersonator class. If I run my tests from a FlashBuilder Spark only project everything works fine. If I try to test from a project with the mx component set on the classpath I get a "getElementIndex not available in non Flex 4 projects" error.Can I unit test spark components in FlexUnits visual test environment while still having the mx component set on the classpath?
UIImpersonator delegates it's method calls to a "testEnvironment".The implementation used for this "testEnvironment" is decided by the VisualTest EnvironmentBuilder class and the FlexEnvironmentBuilder class. If the FlexEnvironmentBuilder class can find the "mx.core.Container" on the classpath it returns a MX environment, else a Spark environment. Only the spark environment has valid implementations for Flex 4 relevant method calls on the UIImpersonator - like the addElement method.
My buttons only work when I click on them on the stage while having the "enable simple buttons" option on. They do not work if I try to "test movie," "test scene" and publish it to a SWF. Nothing responds whenever I am in these modes. I am using Adobe Flash Professional CS5 Actionscript 2.0.
i have a movie that has worked fine in past during Html test but ive been doing some dubugging using the flash test latly and it runs fine here but when i go back and try to test in Html mode no errors come just the movie never fully starts (starts up about as much as if there was an error).
I have two scenes in my flash file and in scene 1, first button takes you to frame 2 where movie clip is -works
on (release) { gotoAndStop("scene1",2); } second button takes you to frame 3
but on scene 2 that performs same function as scene 1, the first button
on(press){ gotoAndStop("scene2",2); }
instead of going to frame 2 goes to frame 3. and the second button goes correctly to frame 3.that happens when i test scene! when i test movie all buttons work properly.
In FlexUnit 1 it is possible to access the name of the currently-running test using the TestCase.getName() method because all tests subclass TestCase. In FlexUnit 4, however, there's no base class for tests; the tests are identified by annotations. So, how can I replicate the getName() functionality in FlexUnit 4?
In my program, the movieclips are randomly added on the stage, If I want to check whether two movieclips from different classes is colllided.As far as all the moveclips are of the different classes which are randomly added on the stage in my program,for the use of hitTestObject(), I find that I need to have two movieclips identified so that the command will be:
mc1.hitTestObject(mc2)
maybe I may ask, before I add a mc on the stage "addChild(mc)",I will call a function to do the hitTestObject command "mc.addEventListener(Event.ENTER_FRAME, hitTest)"so that I can call evt.target to be mc1, is that true or not?
Im've created a timer that starts every 1 second. This is the code what's happening every 1 second.
var Random_Value_X:Number = Math.ceil(Math.random() * 1500); var Random_Value_Y:Number = Math.ceil(Math.random() * 2000); var enemy:MovieClip = new AI(stage); addChild(hero); enemy.x = Random_Value_X; enemy.y = Random_Value_Y;
Ok. Then I got the class called AI where I've made it so the AI follows my player. The thing is, I need to make a hitTest that testes if an AI hitting another AI? Is there a way I can give every new AI a ID? Like the first gets called "AI1" and second AI2" and then I can make a code that says like If(AT1.hitTestObject(AT2 || AT3))
I am trying to develop a basic game engine for a slime soccer style game where a player can move around and jump. I am still fairly new at AS3 but managed to put together this working bit of code that the game currently runs on:
Code: stop(); //vardefs var runSpeed:Number = 10; var blueGoals:Number = 0; var redGoals:Number = 0;
I have a project with four circles moving randomly on stage (ball_mc1..ball_mc4). There are four walls making a box (wall1..wall4).I've created arrays for both myCircles and walls.When myCircles hit walls, I would like to change the direction of myCircles depending on which wall they hit.
stop();// walls or limits and their arrayvar walls:Array = new Array (wall1, wall2, wall3, wall4);for (var j:Number=0; j<walls.length; j++); // circles in arrayvar myCircles:Array = new Array (ball_mc1, ball_mc2, ball_mc3,