ActionScript 3.0 :: HitTestPoint To Change Direction Of Moving Object

Jan 5, 2011

I'm having a problem changing the direction of a movieclip using hitTestPoint. I have some balls on the screen that only move left, right, up and down. and pending the way they are moving they have to change direction. if they're moving right they have to change to up. left to down, up to right and down to left. I tried the following code for getting a ball moving moving right to change to up. note: movingDir is just a string i use to keep track of how the ball is moving and is defined initially in another class. here is a snippet from the ball class:

[Code]...

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Actionscript 3.0 :: HitTestPoint To Change Direction Of Moving Object?

Jan 5, 2011

I'm having a problem changing the direction of a movieclip using hitTestPoint. I have some balls on the screen that only move left, right, up and down. and pending the way they are moving they have to change direction. if they're moving right they have to change to up. left to down, up to right and down to left. I tried the following code for getting a ball moving moving right to change to up.

note: movingDir is just a string i use to keep track of how the ball is moving and is defined initially in another class.

here is a snippet from the ball class:

Code: Select allthis._movingDir = "right";
this._speedR = 5;
this.x += this._speedR; 

[Code]....

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ActionScript 2.0 :: OnEnterFrame - Moving Object On Stage And Change Direction

Mar 22, 2006

I'm trying to set up a script which would force an object to move through the stage until a particular point and than change direction. I wrote something like that:

onClipEvent (enterFrame) {
moveUp = function () {
this._y -= 1;
if (this._y<-30) {
this.onEnterFrame = moveDown;
}};
moveDown = function () {
this._y += 1;
if (this._y>600) {
this.onEnterFrame = moveUp;
}};
this.onEnterFrame = moveUp;
}

But it doesn't work. the object moves only one direction and does not change it.

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ActionScript 2.0 :: [flash 5] Random Motion - Object To Flip Horizontally Depending On The Direction It Is Moving

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i'm using the an actionscript for random movement that i found here... [URL] but my problem is that i need the object to flip horizontally depending on the direction it is moving... the object that is moving around is a bug, and i need it to face left if it's moving left or face right if it's moving right.

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ActionScript 3.0 :: How Does One "detect" If The Object Is Currently Moving To Its Own Left Or Right Direction

Sep 29, 2010

using trig, when moving an object based on its current rotation, how does one "detect" if the object is currently moving to its own left or right direction? example: right side up: left moves the car to its left, which is left. upside down(180 rotation): left moves it the car to its left, which is right. based on movement alone, how can i say its moving to its own oriented left or its right?

[Code]....

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ActionScript 3.0 :: HitTestPoint Trouble When Moving Root?

Jan 18, 2010

basically, I'm having trouble with the hitTestPoint method. As soon as I move the root of the swf, it no longer works as it should.To see what I mean, run this code:

Code:
package todd.test
{

[code].....

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I'm trying to create a boundary for a player object, controlled with arrow keys, in my game using the main stage's height and width. For example, one test point is at the top edge of the player object's bounding box so that when the player object's head touches the stage's top edge, the player can't move anymore to the north. The player object is manually instantiated to the center of the stage by using the Flash stage editor so it will start at the center before the program starts.The problem is that right at the start of the program, I can no longer move the player object up or down with the arrow keys but I can still move it left or right. The intention is to allow the player to move north until the player object's head touches the top edge of the main stage.[code]

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I'm moving a movie clip using actionscript (as2) instead of a motion tween (because I want to save file size). I have this code on the first frame of the main timeline ("stone" is the movieclip instance name) and it tells the movie clip how many pixels to move in the x direction:
Code:
xTargetstone = 600;

I have this code on the movie clip itself ("stone" is the mc instance name) to handle the actual moving of the movie clip:
Code:
onClipEvent (enterFrame) {
xstone = getProperty(_root.stone, _x);
movestone = _root.xTargetstone - xstone;
setProperty(_root.stone, _x, xstone + (movestone/5));
}

The movement works fine, but the issue is that it starts out fast and then slows down over time (even though that amount of time is small). The result is that the movie clip seems to wiggle and vibrate before it stops. Is there a way for me to change the code so that it doesn't wiggle and vibrate? perhaps something with the math I'm just not totally understanding? I would like a nice consistent motion from start to finish, while being able to set the time it takes to move etc.

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Sep 3, 2009

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Jun 28, 2010

Recently I was trying to use hitTestPoint with a nested movieclip against another non-nested one. Then if the nested movieclip was found to collide with the the registration point of the other movieclip (shapeFlag was set to true of course), the nested movieclip would move down by 1 pixel until it wasn't colliding.[code]What happens is that the while statement doesn't kick in until the registration point of obj3 is over obj2, but it doesn't break until obj3 is not over the bounding box of obj. Alternatively, if I change obj1.obj2.y to obj3.y it does stop at the correct spot.Actually I guess the problem isn't obj2 being nested in obj1, the problem still occurs when it's taken out of obj1.

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I have six objects which are on the stage when my game loads up. I have stored them in an array in my Document class. Occassionaly I run through this array and check if something has hit these objects and remove them if so. i don't actually remove them from the array though. I'm finding though that even after these objects have been removed from the stage, the hittestpoint still returns true when something crosses the area where these objects once where?! Doesn't the object have to be there for hitTestPoint to return true?

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Which one is more efficient? Or is there even a noticeable difference? I did tests of a circle moving closer to a square and stopping when hitTestPoint returns true. The square was at 0 and the circle was at 500. My first test I did using hitTestPoint the entire time, my second test I did by checking the distance (Pythagorean Theorem way) and if it's below 50 then check with hitTestPoint.

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Is it possible to conditionally change the direction of a for loop in ActionScript?
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how I change the direction of a movie clip. And how to make it change in the same it's moving.

I have random movement code on the clip, I just want it to rotate, in the direction it goes.

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function moveStuff(){
if(Key.isDown(Key.DOWN)){
this._y += 5;
}
if(Key.isDown(Key.UP)){

[code]...

thats my basic Arrow key functions to move a movie clip lp_mc is my character in the left position so when left key is pressed it moves forwards but when right is presssed it moves backwards... i have a movieclip called rp_mc which is the same thing but facing the other way when right is pressed how do i swap the lp_mc for rp_mc so it changes direction?

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Mar 30, 2010

How could I get an object to follow the cursor and rotate to change direction as the cursor changes direction?

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Nov 15, 2011

i'm trying to animate a movie clip by subtracting from its y value and then when it reaches a negative value change direction and animate by adding to its y value until it's back to 0 and loop back and forth. what i have isn't working.

Code:
function Bodyloop(e:Event):void{
var direction:Boolean;
if(body.y > 0){

[Code].....

when it reaches -500 is jumps back and forth.

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ActionScript 2.0 :: Calculate The Direction And Speed A Circle Has After Colliding With A Static (non-moving) Circle?

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I'm developing a game atm, and I need some help on the mathematics/coding of colliding circles (and their change in x/y speed). What i need to know is how to calculate the direction and speed a circle has after colliding with a static (non-moving) circle. I know how to detect a collision between the two, but I'm not sure about the maths I need to give the circle the right speed and direction after the collision

If i do know how far away the two circle-points (in the middle of each) are to each other (in both x and y coords) would it be easy for me to find the new speed and direction of the large circle in the example above? I know that I somehow should use the angles to pretend the circle hits a flat "wall" (as it only hits one point), and then calculate the new speed/direction. My only problem is that I'm not sure how to decide the angle of this flat "wall" and how x and y speeds should change when colliding with a wall that is angled. Does anyone here have any insight, links or tips on how I can du this?

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ActionScript 2.0 :: CS3 Endless Scrolling Background Direction Change?

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Code:
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[Code]....

how to get it to go from left to right, rather than right to left as it does now. Been messing with it for a while and have no idea what to do.

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