I have a movieclip named Map linked to a class named Map. Inside of the movieclip I have 3 instances of a movieClip hitbox. they are named block0, block1, block2. What I'm trying to do is add them to an array using a for loop. Then in my player class I use another for loop to hitTest against the array. What I'm getting tho is this error:
Code:
TypeError: Error #1034: Type Coercion failed: cannot convert []@2393159 to flash.display.DisplayObject.
at xxx::Player/loop()[Player.as:54] The code from Player.as that the error refers to is here:
I have a tile-based platformer game under work, and I'm stuck on a problem with hitTesting:
//check all character collisions with levelHolder for(var i:int = 0; i < levelHolder.numChildren; i++) {
[Code].....
The problem here is that hitBlock only hitTests one block at a time, and when I test this: If you lean on a wall (press right arrow key) and go downwards you can go through the floor.
I need to make it so that I can test on multiple blocks at a time.
And I did try to replace hitBlock with levelHolder[i], but it gave an error saying:
ReferenceError: Error #1069: Property 0 not found on flash.display.Sprite and there is no default value. at Main/enterFrame()
I'm guessing that comes from the level array where 0 = blank block / empty space.
I am trying to make a basic game, and have read all about bitmaps, but they have only confused me, so I am trying to succeed with a more flawed, but basic approach. I couldn't find any comprehensible tutorials on this, so I've tried it on my own, but it doesn't work.Basically I have my character in a movie clip connected to a class, and it is spawned when the movie starts, just like the "wall" class here. It populates the stage with a line of boxes, but my problem is that the hittesting only works on the first one.[code]
im having a really frustrating problem. I have 6 movieclips on the stage, all acting as 'map areas', these are named area1_mc, area2_mc and so on.. I then have a car which i drive around the screen, this instance name is car_mc ... All i want to do is do a HitTest to determine if the car is on one of the 6 areas.. i have the following
[Code]...
The reason it is not working i think is it is expecting the car to be on ALL map areas in order for it to be "on map". For example if the car is in the middle of area1_mc, i get three traces. On map (refferign to it being on area1_mc) then two traces of 'off map', because it obviously isnt on area2_mc or area3_mc.
I have a question regarding hittest object in actionscript 3. When using events, you can check what the current target is by using e.target or e.currenttarget. I was wondering how this achievable by hittesting?since hittests are not a function.
I need to retrieve info about the hittested object.Here is an example to make it more clear:
ActionScript Code: if(movieclip1.hitTestObject(movieclip2)){ textfield.text = "this is information selected by the hittest: " + channel[e.target.name].item; }
I'm working on a project and using hittest to navigate. So it's pretty important haha.
I created a .PNG in Photoshop (see attachment) -- now when I make this into a movieclip the bounding box covers the entire area so the hittest activates as soon as my helicopter flies into the bounding box.I looked at adobe's "help" they recommended this code (by the way, I'm using Flash 8):
my_mc.hitTest(x, y, shapeFlag ) my_mc.hitTest(target)
I read somewhere that you only use one of the two, and the shapeFlag one is the one to use.The above code I placed into the helicopter MC (named heli) - I set the x & y to where the PNG is.The PNG moves towards the helicopter, so I'm not sure if that makes a difference.I just want that if the helicopter runs into the ceiling or floor, the level resets.However my current actions activate as soon as it hits the bounding box.This is my code in the PNG:
iv gotten hittest to work on me and my friends sites, but with olny one button for the MC to check for. Very simply, how do i get it to check for 2 or more?
I've got a game where I need the enemys to hitTest with each other, I'm going to have copys of 3 types of enemys on the stage, instead of giving them all an instance name is it possible to hittest from the libary because I've given them instance names in the library of "enemya" "enemyb" "enemyc"
At first I had all my sprites in an array and cycled through them to detect for collisions but now I am trying to put them in 1 big sprite and testing just that. I don't know if I am doing something wrong or this is to be expected but testing for 1 big sprite creates lag within the engine. Am I correct to assume that it's because I am constantly testing the pixels of the 1 sprite? When cycling through the sprites individually i never noticed this lag.
I thought maybe I had to use localToGlobal, but they are on the same layer, so it can't be that. It works on the root frame, just not in the movieclip.
I'm just learning so I'm sure I'm making many stupid errors. How do you hitTest 2 separate arrays of different lengths, all entries against one another . Code below for guidance.
I'm making a game where your character must touch rings (big ovals) that are moving up and down with a motion tween (with easing). I attach these movies and push them into an array. For the hittesting, nothing is accurate. Since a movieclip inside the ring movieclip is moving up and down, the boundary box is much bigger than it should be when hittesting. If I use the x/y method, it triggers the hittest when my character is in line with the reference point. It should trigger when the middle of the character hits around the middle of the ring.
What I'm trying to do is hittest two irregularly shaped objects using their alphas and not the bounding box.
The code below hittests two objects named target 1 & target 2. This is not my code, but mine looks exactly alike, except target 1 & target 2 are replaced with my MC's. the thing is, I keep getting an error.At every function line, like the "public static function complexHitTestObject I get an error that says: Expecting right paren before left-bracket. I don't know what this error is caused by, because I can't really see why Flash wants another right paren.
I have 4 ball movie clips, a playhead and four target movieclips called mc_1-4, the array, (my_array), has 4 elements, which are each defined as having values of 0: I have a hitTest set up that will trace my_array to the output window each time it hits mc_1, to see what is happening. However the hitTest prints the array 3 times?
Am i right in thinking that this is because the hitTest is being triggered on entry of mc_1 in the center and upon exit?I need to make this hitTest be triggered once when the hitTest passes the center of mc_1. Secondly if any of the balls have been dragged and dropped on to mc_1 i want the array value with an index of 0, to change to 100 from 0 (not in terms of its index position because my array is only 4 elements long, in terms of its actual value) which i have tried to implement but i cannot configure the right code.
1. hit tests that only trigger once when they pass through the center of the object thus tracing one array.
2.use the balls 1-4 to make the array index 0, have a value of 100 if they are in contact with mc_1.
This is sort of a multi-layered question- I have a movie clip that I sectioned off in quadrants:The red dot is the player, the stage is the size of one square. My goal is to, when the player moves to either of the 4 edges, the next section of the quadrant comes up (meaning if the player moves to the right edge, the section that borders the right edge will slide on screen, and the old section will slide off screen).I was wondering if there was a way to hitTest if an object is touching any part of the edges? Is the hitTestPoint method something I should look into? What I have so far is an object off screen (black rectangle), that when the player touches the quadrants slide like I want them to (at least I'm trying to make that work).Here is my code. I know some of it's wrong and/or I'm missing something.
if(leftKeyIsDown && player_mc.x > -15) //-15 is half the size of the temporary player_mc {
I have used a method to shuffle a part of a Array, but i noticed that it does not work very well.When i run this method I sometimes get empty array values.So if you would try the example below and test it out some times you would get a right result but sometimes a wrong result.For example when i run this i get in my trace output:
a,b,c,d,g,,e,f (here after the g it goes wrong) a,b,c,f,g,d,e (here it goes right) a,b,c,d,,g,f,e (here it goes wrong)[code]...
I am curious if this is an okay implementation of the Array.filter() method.
[Code]...
I was not able to figure out an implementation of the callback function for the filter() method, where the callback was outside of the getGallery() function. I wonder if there is a way to get the isGallery function outside of the getGallery scope?
I have two arrays. One contains numbers and the other contains strings. I want to do a sortOn(DECENDING) for the number array and then have the string array sort to match. if my string array is
I put my mc's in an array.I have another array with strings.when the mc is clicked I want to get its position in the mc array and return the string from the same position in the string array.How do I do that?
PHP Code: var numBtnArray:Array = new Array; function addNumButtonsToStage():void{
In the below code, "sector" is an indexed array.fsector1, fsector2,fsector3 are Associative arrays.The "gotoAndStop" command doesnt work properly.The last trace command, "curTerr" returns the same value as "curSec",leading me to assume i did not define "curTerr" properly.
Actionscript Code: function loadmaptest(){ sector = ["fsector1","fsector2","fsector3"] fsector1 = new Array(); fsector1["terrain"] = "grass"; fsector2 = new Array();
iSo let's say I have three different arrays of objects, and I want to combine them into one sorted array. I want the order to be such that the items from each array are evenly distributed throughout the sorted array.
If there were 3 xItems, 3 yItems, and 3 zItems, the sorted array would have this order: x, y, z, x, y, z, x, y, z
HOWEVER, even if the arrays are differing lengths, I still need to make them alternate as much as possible. If there were 6 xItems, 4 yItems, and 2 zItems, the sorted array should have this order: x, y, x, y, x, z, x, y, x, y, x, z
Is it possible to, if you have an array of class names like ActionScript Code: var city01names:Array = ["pic_01", "pic_02", "pic_03" ...] make a new array which would read these names, instantiate them, and push them into a new array containing the instances of all these pictures, which I could then use for a slideshow?
I have an array called dropTarg1 which stores dropped-in items.I want to loop through this array and in a textfield, display each array item on a new line of this text fieldI think I need to use something like Array.join("/n") but I can't get it working properly. I hope that the /n would create a new line of the text field called reviewBoxContentText.