ActionScript 3.0 :: Stop Object From Moving Further When Collision Occurs?
Feb 22, 2010
As the title says: Stop object from moving further when collision occurs.
Right now I'm trying to make a sliding puzzle. So far I have a block which I can click and drag around, and a few walls which are the boundaries. What I'm trying to do is make an area where the block can slide within the boundaries. So when you try to drag the block into an direction it will stop, whether you got mouse_down or mouse_up. My script so far
I have three objects in the main scene (so far), one of them is draggable (up and down only), then the animated one that moves downwards and the start button (activates the animation). So I've been trying to figure out how to script the collision detection for the first two? The collision should take place not because I dragged the slider onto the animated block, but because the falling piece hits the slider after I pressed the start button.
What i'm trying to do is to make my movie clip (plane_mc) to rotate when it collides with another movie clip (cloud_mc). At the moment my plane is controlled by the arrow keys on the keyboard, it is flying through a sky with clouds and when it touches a cloud, i want it to rotate.
What i'm trying to do is to make my movie clip (plane_mc) to rotate when it collides with another movie clip (cloud_mc). At the moment my plane is controlled by the arrow keys on the keyboard, it is flying through a sky with clouds and when it touches a cloud, i want it to rotate.
I have this code where I want edge_btn to move to the left side of the stage, but I can't figure out how to get it to stop. It just keeps going. Also, I have edge_btn rotating the entire time in the beginning of the timeline.
I am making a new site, and was making buttons that looked a little similar like this buts on the left) and wanted that to do with Actionscript.I followed a tutorial on Kirupa on moving stuff with actionscript
I have a ball moving around the screen, position updated on ENTER_FRAME. My problem is that there is a considerable amount of flicker going on. I have thought about using something like TweenLite to move the ball but as the position is being updated frame-to-frame I don't think that will work.[code]...
I am trying the get the center movie to stop remaining centered with the scaling movie when It gets less than 200 pixels of the left hand margin. x.200 and stop being centered on the y axis also at 100 pixels y.100 Here is the current code I was trying to write that is positioned on the object: Just avoid the comments, just left them there for reference to what's in my movie. Also need an if statement made for the y axis. (explained earlier)
onClipEvent(load){ this._x = Stage.width + 250; this._y = Stage.height/2; // This function will Position the object in Place
Currently I'm trying to make a basic game (using AS 2) but I'm having trouble getting the basic physics to behave. I have a ball which is supposed to fall until it touches the ground. It can also be dragged around the screen by the cursor.I want the ball to fall only if it isn't being held, but for some reason the condition isn't working properly. No matter how I structure the condition, the ball still falls even when it's being held (in fact I can move it from side to side, it is still being held even though it's falling downward).I've tried putting this on the ball to make it fall conditionally:
With AS3 I managed to resolve the problem I said in the thread, but now I face a new problem.If you hit the wall, it will register a collision as it should. Goes the same for the exit. But if you look to the upper left, there's a rotating rectangle. If you hit the rotating rectangle, it will register a collision IF YOUR CURSOR MOVED.That's right, if you freeze the cursor in place as the rectangle comes sweeping in, it WILL NOT register a collision, meaning if it were a maze game, people could cheat by just staying still.I forgot, here's the code:
I'm having a little problem with collision detection. I'm currently with very simple game, where the only thing that is off is the collision.I tried with hittestobject and (as I found) it checks for the outer layer (my objects are a circle, and a weird star), so this method was of no use to me. Then I tried with hittestpoint, and I found that it checks for the center of the objects, so game over happens only where the center of an enemy touch the center of my character.I know that I must have something missing and I found a lot of guides but all of them were with squares or with static objects
im currently making an "AS3 beat em up" ala streets of rage or double dragon.Currently i have my character moving and a few animations done and i am trying to figure out how to make attacks work.I have some "basic" animation for his attack, but im not sure how to get it to work correctley.What happens is, if you press control (the attack button) whilst the character is walking he just keeps moving and is stopped on the attack frame.I want the character to stop moving if the attack is pressed and once it is released start moving again.
hero.gotoAndStop('still'); var left:Boolean = false; var right:Boolean = false;[code].......
I am creating a scheduling application that shows projects (wrapped within a canvas) on a 2 week calendar timeline.If the user decides to move a project over by a day, i need to check and see if the moving project would then overlap with any other existing projects. If it does, one of the two projects would need to move down the screen along the y axis until the two projects no longer overlap.I've created a function that loops through a repeater item which is used to create the projects... the end result of this function is an arrayCollection that holds:
0. the id number within the repeater
1. the project title
2. x coordinate
3. y coordinate
4. the width of the project
5. the height of the project
I have also created a function that takes the two objects within the array collection and determines if they're overlapping.I can not, however, figure out a working loop that goes through the array collection, compares each item within it, checks to see if they overlap, moves the project if they do overlap, and then continues onto the next project.
Also, I need to make sure that moving one project will not make it overlap with another.I ended up having to reset each elements y value to 0 each time any project is moved and then re-evaluating whether or not they collide.
has anyone found an AS3 source/Maths-lib etc that covers not just simple collision tests but swept collision tests (at least swept AABB/circle tests) for fast moving objects? I had a quick look at flixel but even that does not seem to have sweep tests for fast moving objects.
I'm trying to implement a aabb to circle collision.
[Code]...
Somehow the collision does work as expected. Either they never move at all and "collided" was traced, or they'll continue moving and never collide when I tried swapping values around. Is there something i'm missing in my logic??? My box-box and circle-circle collision are working fine.
I have a MC that follows the mouse. I want to do so the MC will smoothly/softly stop when i stop moving the mouse. Is it hard to code, And it would be very nice if someone could do some code for it
I am TRYING to get an mc to stop moving when it contacts another mc using hitTestObject and a stopDrag command The probem comes is that I want to be able to drag the mc again, but because it stop dragging while it is in contact with the target I can't move it again.Can anyone tell me how I can stop an mc dragging without losing the ablility to drag it again
function hitMe(event:Event){ if (top_mc.hitTestObject(phone_mc) || foot_mc.hitTestObject(phone_mc) || body_mc.hitTestObject(phone_mc)){ reply_txt.text = "CONTACT"; removeEventListener(Event.ENTER_FRAME,hitMe); body_mc.x --;body_mc.y --;
am pretty new to Kirupa and Flash. I have a little problem, concerning a character hitting a wall. What i have: a char that can jump and move around by the arrow keys. What i need: character shall stop movement if he hits a geometry. But being able to start movement again, besides through the geometry. I'd like to reach this with gskinners CheckForCollision class. Have a look here: [URl] But i didnt manage my code to get it work. So maybe you could leak me some information on how to get this done. Heres my code so far:
[Code]...
edit admits: so far i have a character mc called "player" and one called "level". i would apply the code to the player, and it would be cool to have the possibility to check collision of the player with multiple MCs, not only the level.
what wrong with the functin 'stopFish' Without this function the fish in the tank swims but when I add it, it doesnt anymore. I just want the fish to stop swimming after I clicked it and start swimming after another click.
I am currently making a game based on slicing other objects, basiclly when you hold down and drag your mouse and then release it an object that shows the cut will be created.
I am currently creating a game in which the character is stationary in the middle and the world moves in relation to the character. When the character is not moving and not touching anything, I need the world to shift upward to meet the character and stop on collision detection. The problem is I have no idea how to conceptually make this work.
making assets "fall up" and stop when colliding with an object (basically reverse gravity).
I am trying to do a apply a tween for the width property on a MovieClip Object but every time it changes the width and the position too, and I don't want that. I want to change the width going to one side without changing the x and y of the object.
I tried both of thes and they gave the same result.
var c:Tween = new Tween(left, "scaleX", Strong.easeOut, 1, 1.5,20,true); var c:Tween = new Tween(left, "width", Strong.easeOut, 20, 200,20,true);
I think it is applying the transformation according to a center of the movie clip. but I don't know how it can be changed.
Im working on a small project and it involves a guy which you move with the arrow keys. The arrow keys add to his x, y velocities and his position is updated accordingly. How can i get this man to grab onto an object and spin around it (like when you grab pole and letting your momentum swing you around) . I can make him grab the object but I dont know how to modify his x,y speeds to simulate the arc.
I need to detect collision between my bezier curve (drawn using curveTo method) and a object, the curve is dyanamic and hence the equation changes every frame. I am looking for a efficient method to detect collision between curve and the object.
I have two MC's on the stage. One of them is standing still in one position, the second one is moving towards it. I want the moving mc stop right at the very centre of the first mc. I've tried using hitTestPoint, but I don't know how to set the proper parameters. If I put there just: mc1.hitTestPoint(mc2.width / 2, mc2.height / 2, true), the trace function I use doesn't seem to have even noticed the collision...
Is there a way to test collision with a child of an object?eg.
ActionScript Code: obj1.hitTestObject(obj2.childObj1) obj1 and obj2 are on the same level of hierarchy.
I am trying to test when an object collides with a particular location of another object so i made a 1x1 movieclip (childObj1) and placed it inside obj2 at that particular position.
I read the tutorial about Multiple Object Collision Detection. What I want to do is have there be 3 circles and 3 squares. the circles are moving randomly while the squares are stationary. The actionscript would need to be checking to see whenever the moving circles collide with the stationary squares. However, it doesn't seem to be working. I followed the logic of the tutorial pretty closely, by making a separate list for the instance names. Here is the code for the collision detection.