In my main class i have made an array to spawn a few green circles. I tried to get the background to change when i clicked on one of them with a boolean which is supposed to come true when clicking while over the circle... I am new to programming as a whole and I am not really sure how to solve this problem.. I dont really know where the data of the x and y positions of the green circles are displayed and how the klicked function is supposed to find them because all of them are created at random positions and in an other class. So here is my code so far:
class Gesicht {
//Eigenschaften
boolean fail = false;
float whEllipse= 200;
float yPos = random(-whEllipse, height);
float xPos = random(-whEllipse, height);
float xSpeed = 1;
float P = 1;
//Constructor
Gesicht() {
// this.yPos = yPos;
// this.xPos = xPos;
}
//Methoden/Funktionen
void move() {
//paint();
xPos += xSpeed;
yPos += (P*sin(radians(xPos))+1); //+1 macht dass sich das Gesicht langsam runter bewegt.
if (xPos>= width+whEllipse/2) {
// P = P+1; Maybe falls ich größere Amplitude will
xPos = -whEllipse/2;
}
if (yPos >= height+whEllipse/2) {
yPos = random(-whEllipse, height/2);
xPos = random(-200, whEllipse/2);
}
}
boolean klicked() {
if (mouseX > xPos-whEllipse/2 && mouseX < xPos+whEllipse/2
&& mouseY > yPos-whEllipse/2 && mouseY < yPos+whEllipse/2
&& mousePressed) {
return true;
}
return false;
}
void klick() {
if (klicked()) {
fail = true;
}
}
void spawn() {
move();
fill(0, 255, 0);
circle(xPos, yPos, whEllipse);
}
}
this is the class where i tried to put my funktions.
int farbe = 255;
Gesicht[] grün;
Gesichter[] rot;
Gesichterer[] blau;
void settings() {
size(700, 700);
}
void setup() {
rot = new Gesichter[10];
for ( int i = 0; i< rot.length; i++) {
rot[i]= new Gesichter();
}
grün = new Gesicht[15];
for ( int i = 0; i< grün.length; i++) {
grün[i]= new Gesicht();
}
blau = new Gesichterer[20];
for ( int i = 0; i< blau.length; i++) {
blau[i]= new Gesichterer();
}
}
void draw() {
background(farbe);
if(variable.klicked()){
background(150,0,0);
}
for ( int i = 0; i< grün.length; i++) {
grün[i].spawn();
}
for ( int i = 0; i< rot.length; i++) {
rot[i].spawn();
}
for (int i = 0; i< blau.length; i++) {
blau[i].spawn();
}
}
And this is my main class.
The funktion never gets true in the moment... I hope someone can help me ://
Would be very grateful.
You might be trying a bit hard without cleaning up your code which on long run leads to more headaches.
I say based on the following:
you have a klicked() but also a klick() method which doesn't do much: klick() should suffice
You only define a Gesicht class, however you additioanlly attempt to instantiate Gesichter and Gesichterer which don't exist (at least not in the code you posted)
if(variable.klicked()){ background(150,0,0); } refers to an unusuable variable called variable (a placeholder perhaps?). Even if that variable existed, the red background would've only briefly flashed while klicked() was true.
You're very close though:
the klicked() method does what you want
farbe already stores the background colour
You could do something like this:
class Gesicht {
//Eigenschaften
boolean fail = false;
float whEllipse= 200;
float yPos = random(-whEllipse, height);
float xPos = random(-whEllipse, height);
float xSpeed = 1;
float P = 1;
//Constructor
Gesicht() {
// this.yPos = yPos;
// this.xPos = xPos;
}
//Methoden/Funktionen
void move() {
//paint();
xPos += xSpeed;
yPos += (P*sin(radians(xPos))+1); //+1 macht dass sich das Gesicht langsam runter bewegt.
if (xPos>= width+whEllipse/2) {
// P = P+1; Maybe falls ich größere Amplitude will
xPos = -whEllipse/2;
}
if (yPos >= height+whEllipse/2) {
yPos = random(-whEllipse, height/2);
xPos = random(-200, whEllipse/2);
}
}
boolean klicked() {
if (mouseX > xPos-whEllipse/2 && mouseX < xPos+whEllipse/2
&& mouseY > yPos-whEllipse/2 && mouseY < yPos+whEllipse/2
&& mousePressed) {
return true;
}
return false;
}
void klick() {
if (klicked()) {
fail = true;
}
}
void spawn() {
move();
fill(0, 255, 0);
circle(xPos, yPos, whEllipse);
}
}
int farbe = 255;
Gesicht[] green;
Gesicht[] rot;
Gesicht[] blau;
void settings() {
size(700, 700);
}
void setup() {
//rot = new Gesicht[10];
//for ( int i = 0; i< rot.length; i++) {
// rot[i]= new Gesicht();
//}
//green = new Gesicht[15];
//for ( int i = 0; i< green.length; i++) {
// green[i]= new Gesicht();
//}
blau = new Gesicht[20];
for ( int i = 0; i< blau.length; i++) {
blau[i]= new Gesicht();
}
}
void draw() {
background(farbe);
//if (variable.klicked()) {
// background(150, 0, 0);
//}
//for ( int i = 0; i< green.length; i++) {
// if(green[i].klicked()){
// farbe = color(red(farbe), random(255), blue(farbe));
// }
// green[i].spawn();
//}
//for ( int i = 0; i< rot.length; i++) {
// rot[i].spawn();
//}
for (int i = 0; i< blau.length; i++) {
if(blau[i].klicked()){
farbe = color(red(farbe), green(farbe), random(255));
}
blau[i].spawn();
}
}
(Only one array of circles is uncommented for simplicity/easy testing. Feel free to adjust as needed)
One final touch you could add, if you want the background to only change once when you click (as opposed to continously while the mouse is pressed), is debouncing. The idea is to use a state/variable to keep track if the button was previously pressed or not to only chance the background once until the states change again. (You could implement this using an extra boolean variable in your class or perhaps simpler, use the mouseClicked() callback to iterate over your array simply to check which instance has been klicked() to change the background accordingly).
Related
I have an array with movieclips that I place on the stage. I want to use the keyboard arrow keys to change alpha of each movieclip separately, as if you are navigating trough them ( I hope this makes sence).
So far I can only highlight them all at once using the UP/DOWN arrow.My goal is to loop trough them with highlight and downlight using alpha property.
This is my code:
import flash.events.KeyboardEvent;
import flash.events.Event;
var num1: Number = 262;
var aantal: Number = 8;
function Main() {
var BTN_arr: Array = new Array();
var houder: Number = 1;
var aantal2: uint = BTN_arr.length;
var nextBTN: uint;
var currentBTN: uint;
for (var i = 0; i < aantal; i++) {
var myBTN: BTNBg = new BTNBg();
myBTN.name = "btn" + i;
BTN_arr.push(myBTN);
addChild(myBTN);
myBTN.alpha = .45;
myBTN.x = 40;
myBTN.y = num1;
num1 += 90;
}
BTN_arr[0].alpha = 1;
stage.addEventListener(KeyboardEvent.KEY_DOWN, myKeyDown);
function myKeyDown(e: KeyboardEvent): void {
if (e.keyCode == Keyboard.DOWN) {
for (var i = 0; i < BTN_arr.length; i++) {
BTN_arr[i].alpha = 1;
}
}
trace("down");
if (e.keyCode == Keyboard.UP) {
for (var j = 0; j < BTN_arr.length; j++) {
BTN_arr[j].alpha = .45;
}
trace("up");
//MyBTN.alpha = 1;
}
}
}
Main();
var position:int = 0;
function updateHighlight() : void{
BTN_arr[position].alpha = 1; //highlight new one
}
function myKeyDown(e: KeyboardEvent): void {
if (e.keyCode == Keyboard.DOWN) {
trace("down");
if(position > 0){
BTN_arr[position].alpha = .45; //unhighlight current
position--;
updateHighlight();
}
}
if (e.keyCode == Keyboard.UP) {
trace("up");
if(position < BTN_arr.length - 1){ //is not the last one
BTN_arr[position].alpha = .45; //unhighlight current
position++;
updateHighlight();
}
}
}
To do what you want, you don't need to use a for loop every time to set buttons alphas, so you can use a var to set the current button and you set alpha just to it, like this :
var current_button:int = 0;
var sens:int = 0; // -1 : up, 1 : down
stage.addEventListener(Event.ENTER_FRAME, _onEnterFrame)
function _onEnterFrame(e:Event):void {
if(sens != 0){
BTN_arr[current_button].alpha = .45;
if(0 <= current_button + sens && current_button + sens < BTN_arr.length) current_button += sens;
// if you want to pass from the last button to the first one and vice versa, you can enable these 3 lines and disable the 1st if
//current_button += sens;
//if(current_button < 0) current_button = BTN_arr.length - 1;
//else if(current_button >= BTN_arr.length) current_button = 0;
BTN_arr[current_button].alpha = 1;
sens = 0;
}
}
stage.addEventListener(KeyboardEvent.KEY_DOWN, _onKeyDown);
function _onKeyDown(e: KeyboardEvent): void {
if (e.keyCode == Keyboard.DOWN) {
sens = 1;
} else if (e.keyCode == Keyboard.UP) {
sens = -1;
}
}
Which will give you something like this, and like this for the 2nd case (with 3 commented lines enabled).
Hope that can help.
I'm trying to complete background in kind of Space Invaders game. I want to generate stars at a random location, scroll them to the bottom of the stage and then add new star after each one is gone. I guess that the problem lies on the indexOf method, which I tried to use to find star y proprety.
I know this may be a stupid mistake, i'm a beginner :)
My current main class:
public class Main extends Sprite
{
private var ship:Ship = new Ship();
private var numStars:int = 80;
private var starArray:Array = new Array();
public function Main():void
{
stage.addChild(ship);
ship.x = stage.stageWidth / 2 - ship.width / 2;
ship.y = stage.stageHeight / 2 - ship.height / 2;
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler);
stage.addEventListener(KeyboardEvent.KEY_UP, keyUpHandler);
stage.addEventListener(Event.ENTER_FRAME, enterFrameHandler);
for (var i:int = 0; i < numStars; i++)
{
createStar();
}
}
public function createStar():void
{
var newStar:Star = new Star();
starArray.push(newStar);
stage.addChildAt(newStar,1);
newStar.x = Math.random() * stage.stageWidth;
newStar.y = Math.random() * stage.stageHeight;
newStar.alpha = Math.random();
newStar.rotation = Math.random()*360;
newStar.scaleX = Math.random();
newStar.scaleY = Math.random();
}
public function keyDownHandler(e:KeyboardEvent):void
{
if (e.keyCode == Keyboard.UP)
{
ship.accelerationY = -0.3;
}
if (e.keyCode == Keyboard.DOWN)
{
ship.accelerationY = 0.3;
}
if (e.keyCode == Keyboard.LEFT)
{
ship.accelerationX = -0.3;
}
if (e.keyCode == Keyboard.RIGHT)
{
ship.accelerationX = 0.3;
}
}
public function keyUpHandler(e:KeyboardEvent):void
{
if (e.keyCode == Keyboard.UP || e.keyCode == Keyboard.DOWN)
{
ship.accelerationX = 0;
ship.accelerationY = 0;
}
if (e.keyCode == Keyboard.LEFT || e.keyCode == Keyboard.RIGHT)
{
ship.accelerationY = 0;
ship.accelerationX = 0;
}
}
public function enterFrameHandler(e:Event):void
{
//acceleration
ship.vx += ship.accelerationX;
ship.vy += ship.accelerationY;
//friction
ship.vx *= ship.friction;
ship.vy *= ship.friction;
if (Math.abs(ship.vx) < 0.1)
{
ship.vx = 0;
}
if (Math.abs(ship.vy) < 0.1)
{
ship.vy = 0;
}
ship.rotation = ship.vx * 2;
//set speed limit
if (ship.vx > ship.speedLimit)
{
ship.vx = ship.speedLimit;
}
if (ship.vx < -ship.speedLimit)
{
ship.vx = -ship.speedLimit;
}
if (ship.vy > ship.speedLimit)
{
ship.vy = ship.speedLimit;
}
if (ship.vy < -ship.speedLimit)
{
ship.vy = -ship.speedLimit;
}
//set stage boundaries
if (ship.x < 0)
{
ship.x = 0;
}
if (ship.y < 0)
{
ship.y = 0;
}
if (ship.x + ship.width > stage.stageWidth)
{
ship.x = stage.stageWidth - ship.width;
}
if (ship.y + ship.height > stage.stageHeight)
{
ship.y = stage.stageHeight - ship.height;
}
ship.x += ship.vx;
ship.y += ship.vy;
//star enter frame code
for (var i:int = 0; i < numStars; i++)
{
starArray[i].y += 0.5 + Math.random() * 2;
}
if (starArray.indexOf(starArray.y) > stage.stageHeight) //if y property of any star is higher than stage height, create a new star
{
createStar();
}
}
}
i recommend looking into tween utilities like TweenLite which do time based animations: (http://www.greensock.com/tweenlite/)
also recommend looking into object pooling, reused objects instead of creating new ones. Good thing to learn as a new programmer.
you are correct about where your issue lies
i got your program working correctly with the following change:
---------change these lines-------------
//star enter frame code
for (var i:int = 0; i < numStars; i++)
{
starArray[i].y += 0.5 + Math.random() * 2;
}
if (starArray.indexOf(starArray.y) > stage.stageHeight) //if y property of any star is higher than stage height, create a new star
{
createStar();
}
---------to this-------------
//star enter frame code
for (var i:int = 0; i < numStars; i++)
{
var star:Star = starArray[i];
star.y += 0.5 + Math.random() * 2;
if (star.y>stage.stageHeight){
//dont create a new star -- memory leak
//move the same star to a new random location
star.y = 0;
}
}
Instead of just creating a new star, why not just replace it at the top outside of the screen?
As for indexOf, it only returns the index in an array of the object being passed. And in this case you're passing the y value of an array, which doesn't have that property.
Instead, move your position checking code to your for loop in the game loop. That way, you already have an index (your i variable) of the star that's outside the boundaries and if it is, just reposition it and save some memory!
for (var i:int = 0; i < numStars; i++)
{
starArray[i].y += 0.5 + Math.random() * 2;
if(starArray[i].y > stage.stageHeight)
{
// Repositions the star between x: 0 to stageWidth, y: -5 to -15
starArray[i].y = Math.random() * -10 - 5;
starArray[i].x = Math.random() * stage.stageWidth;
}
}
Thanks in advance...
I am having little bit doubt in my logic for setting the Damage level to the enemy in game. Following is my Enemy Class
package scripts.enemy
{
import flash.display.MovieClip;
import flash.events.*;
import flash.display.Stage;
public class Enemy1 extends MovieClip
{
private var BG:MovieClip;
private var speed:Number = 0.5;
private var ease:Number = .005;
private var rad:Number = 57.2957795;
public function Enemy1(BG:MovieClip) : void
{
var RandomX:Array = new Array(-150,-200,-250,-300,-350,-400,-450,-500,-550,150,200,250,300,350,400,450,500,550);
var RandomY:Array = new Array(-150,-200,-250,-300,-350,-400,150,200,250,300,350,400);
var r:int = (Math.random() * 18);
var s:int = (Math.random() * 12);
x = RandomX[r];
y = RandomY[s];
this.BG = BG;
addEventListener(Event.ENTER_FRAME, moveEnemy); //false, 0, true);.
}
private function moveEnemy(e:Event):void
{
var dx:Number = x - 10;
var dy:Number = y - 10;
this.x -= dx * ease;
this.y -= dy * ease;
this.rotation = (Math.atan2(dy,dx) * rad) + 180;
}
}
}
And Here is some of code that giving me trouble from my Main class
// ......... Function for Checking the Collision between Bullet And Enemy...........
private function checkCollision(mc:MovieClip):Boolean
{
var test:Point = mc.localToGlobal( new Point());
for (var i = 0; i < enemies1.length; i++)
{
tempEnemy1 = enemies1[i];
if (kill == true)
{
if (tempEnemy1.hitTestPoint(test.x,test.y,true))
{
enemies1.splice(i, 1);
bg_mc.removeChild(tempEnemy1);
createDead(Dead1,deadArray1,tempEnemy1.x,tempEnemy1.y,tempEnemy1.rotation);
Score += 10;
Scr_txt.text = String(Score);
bugsKill += 1;
kill = false;
return true;
}
}
}
if (Level >= 2)
{
for (var j = 0; j < enemies2.length; j++)
{
tempEnemy2 = enemies2[j];
if (kill == true)
{
if (tempEnemy2.hitTestPoint(test.x,test.y,true))
{
bug2HitCount -= 1;
if (bug2HitCount == 0)
{
enemies2.splice(j, 1);
bg_mc.removeChild(tempEnemy2);
createDead(Dead2,deadArray2,tempEnemy2.x,tempEnemy2.y,tempEnemy2.rotation);
Score += 20;
Scr_txt.text = String(Score);
bugsKill += 1;
kill = false;
//bug2HitCount = bug2HitRate;
return true;
}
kill = false;
return true;
}
}
}
}
return false;
}
private function removeElement(removeList:Array):void
{
for (var i = 0; i < removeList.length; i++)
{
bg_mc.removeChild(removeList[i]);
}
}
//...........Function Checking the Collission Between Bunker And Enemy..............
private function collideEnemy(deadArray:Array,enemyArray:Array,rate:Number):void
{
var enemy:MovieClip;
for (var i = 0; i < enemyArray.length; i++)
{
enemy = enemyArray[i];
if (enemy.hitTestObject(bunker_mc))
{
life_mc.scaleX -= rate;
if (life_mc.scaleX <= 0.05)
{
stage.removeEventListener(Event.ENTER_FRAME,updateCollission);
Timer1.stop();
Mouse.show();
stage.removeEventListener(MouseEvent.MOUSE_UP,mouseUpFun);
stage.removeEventListener(Event.ENTER_FRAME,updateStage);
stage.removeEventListener(MouseEvent.MOUSE_DOWN,mouseDownFun);
(player.parent).removeChild(player);
(bunker_mc.parent).removeChild(bunker_mc);
(life_mc.parent).removeChild(life_mc);
(sniper_mc.parent).removeChild(sniper_mc);
removeElement(bullets);
EndFun();
gunFire = false;
gotoAndStop("end");
Level = 1;
}
}
}
}
//...........function of Timer Complete Event.....................
private function TimerEnd(e:TimerEvent):void
{
EndBug();
gotoAndStop("end");
}
//...........function of Timer Complete Event.....................
private function EndBug():void
{
HelpTimer = new Timer(1000,1);
HelpTimer.addEventListener(TimerEvent.TIMER_COMPLETE,HelpFun);
HelpTimer.start();
stage.removeEventListener(Event.ENTER_FRAME,updateStage);
stage.removeEventListener(Event.ENTER_FRAME,updateCollission);
function HelpFun(Event:TimerEvent)
{
stage.removeEventListener(MouseEvent.MOUSE_UP,mouseUpFun);
stage.removeEventListener(MouseEvent.MOUSE_DOWN,mouseDownFun);
gunFire = false;
bg_mc.removeChild(player);
bg_mc.removeChild(bunker_mc);
(life_mc.parent).removeChild(life_mc);
bg_mc.removeChild(sniper_mc);
EndFun();
Score = 0;
Level += 1;
totalBugs += 5;
}
}
//..................Function for ending the Game And removing the Reamining Enemies.................
private function EndFun():void
{
Mouse.show();
removeElement(dustArray);
if (Level == 1)
{
removeElement(enemies1);
removeElement(deadArray1);
gotoAndStop("level2");
}
if (Level == 2)
{
removeElement(enemies1);
removeElement(deadArray1);
removeElement(enemies2);
removeElement(deadArray2);
gotoAndStop("level3");
}
if (Level == 3)
{
......
}
.....................
.....................
}
}
}
In this code I have added a new type of Enemy in Level 2 and I have also written code for its HitTest property..In which each enemy of level 2 requires more than 1 bullet to kill.. But when I shoot a bullet to one enemy and then I shoot another bullet to another enemy of same type the another enemy gets killed. It means that the second enemy is getting killed in only 1 single bullet.. So how can I solve this issue..?
Please Help.. Thanks in advance..
The problem in your code lies within the checkCollision function. It basically goes over the first for loop and ignores the second. But it's best if you just assign the enemies health by adding a health parameter within your Enemy class and have each bullet decrease their health by 1. That way, you can just go through your array and remove any enemies that reach 0 health.
EDIT: I just looked over your code again and realized it's the bug2HitCount that's screwing everything up.
I made a Coverflow class, and everything works fine, but I got one problem. If I click on an item or navigate through the images with the arrow keys I want an image formation like this:
1) What I want
I got everything working fine on the right side my objects arent placed correctly, they are positioned over each other:
2) What's wrong
Now you see on the right side it is kinda fucked up, the images shouldn't overlap like that, they should be positioned after each other just like on the left side.
3) Code where I build up the images
package be.devine.cp3.itemGroup
{
import com.greensock.TweenLite;
import flash.display.DisplayObject;
import flash.display.Sprite;
import flash.events.MouseEvent;
public class Coverflow extends Sprite
{
public var images:Array;
private var _currentImageIndex:int;
private var imageSize:uint;
public function Coverflow(images:Array)
{
this.images = [];
for each(var image:DisplayObject in images)
{
if(image.width > imageSize)
{
imageSize = image.width;
}
var imageContainer:Sprite = new Sprite();
image.x = -1 * (image.width >> 1);
image.y = -1 * (image.height >> 1);
imageContainer.addChild(image);
this.images.push(imageContainer);
}
this.currentImageIndex = images.length >> 1;
}
private function imageClickHandler(event:MouseEvent):void
{
var targ:DisplayObject = event.currentTarget as DisplayObject;
currentImageIndex = getChildIndex(targ);
}
public function display():void
{
while(this.numChildren > 0)
{
removeChildAt(0);
}
var depth:Number = 0;
for(var i:int = 0; i < images.length; i++)
{
var image:DisplayObject = images[i];
var xPos:Number = 0;
xPos = (i - _currentImageIndex) * imageSize;
if(i < _currentImageIndex) { //moet er links van komen -> negatieve x
image.rotationY = -90; //-45
depth++;
} else if(i == _currentImageIndex) {//in het midden {
image.rotationY = 0;
depth = 0;
} else {//moet rechts komen -> positieve x
image.rotationY = 90; //45
depth ++;
}
addChild(image);
TweenLite.to(image,.5, {x:xPos});
var zPos:int = (i - _currentImageIndex);
image.addEventListener(MouseEvent.CLICK, imageClickHandler);
}
}
public function get currentImageIndex():int {
return _currentImageIndex;
}
public function set currentImageIndex(value:int):void {
value = Math.min(images.length -1, Math.max(0, value));
if(_currentImageIndex != value)
{
_currentImageIndex = value;
display();
}
}
}
}
I already searched on the web, but I can't find a similar thing about coverflows... I know it has to do something with setting the child index of the images but I have no idea on how to calculate it :). I hope someone can help me out.
I found the solution :)
had to add the image before i changed the child indexes and use setChildIndex instead of addChildAt:
for(var i:int = 0; i < images.length; i++)
{
var image:DisplayObject = images[i];
var xPos:Number = 0;
var rY:int = 0;
xPos = (i - _currentImageIndex) * imageSize;
addChild(image);
if(i < _currentImageIndex) { //moet er links van komen -> negatieve x
rY = -90;
setChildIndex(image, numChildren-1);
} else if(i == _currentImageIndex) {//in het midden {
rY = 0;
} else {//moet rechts komen -> positieve x
rY = 90;
setChildIndex(image, 0);
}
TweenLite.to(image,.5, {x:xPos, rotationY: rY});
image.addEventListener(MouseEvent.CLICK, imageClickHandler);
}
[I apologise if this isn't really an in depth question, but I wanted to solve this once and for all]
I was trying to get look into quadtrees, but already ran into trouble getting collision detection without any optimization working properly. Did a search and found a pretty neat example:
http://wonderfl.net/c/kyLx
(onenterframeC part mostly)
Trying to imitate this, it won't work the same.
Only some collisions are detected between particular objects. When the objects are not moving it seems to work alot better for some reason.
I really can't figure out whats the problem, the code is essentially the same as the sample. I did not blindy copy pasted it, I understands whats happening except for this part:
if (j <= i)
continue;
J would never become bigger that I right? The line also completely removes any working collisions for me.
Here is what I did:
[view result here: http://martinowullems.com/collision.swf
Main class
package
{
import com.martino.objects.Square;
import com.martino.world.TestWorld;
import flash.display.MovieClip;
import flash.events.Event;
import net.hires.debug.Stats;
/**
* ...
* #author Martino Wullems
*/
public class CollisionTest extends MovieClip
{
var world:TestWorld;
public function CollisionTest()
{
addEventListener(Event.ADDED_TO_STAGE, onStage);
}
private function onStage(e:Event):void
{
removeEventListener(Event.ADDED_TO_STAGE, onStage);
SetupWorld();
addChild(new Stats());
}
private function SetupWorld():void
{
world = new TestWorld();
addChild(world);
addObjects(50);
}
private function addObjects(amount:int):void
{
for (var i:int = 0; i < amount; ++i) {
var square:Square = new Square(14);
world.addObject(square);
square.x = Math.random() * stage.stageWidth;
square.y = Math.random() * stage.stageHeight;
square.speedX = (Math.random() * 1) + 1;
square.speedY = (Math.random() * 1) + 1;
}
}
}
}
TestWorld
package com.martino.world
{
import com.martino.objects.Ball;
import com.martino.objects.CollisionObject;
import flash.display.MovieClip;
import flash.events.Event;
/**
* ...
* #author Martino Wullems
*/
public class TestWorld extends MovieClip
{
public var objects:Array;
public function TestWorld()
{
initWorld();
}
private function initWorld():void
{
objects = new Array();
addEventListener(Event.ENTER_FRAME, loopWorld);
}
private function loopWorld(e:Event):void
{
for (var i:int = 0; i < objects.length; i++) {
MoveObject(objects[i]);
CheckCollision(i, objects[i]);
}
}
private function CheckCollision(i:int, object:CollisionObject):void
{
//for (var j:int = i + 1; i < objects.length; j++) {
for (var j:int = 0; j < objects.length; j++) {
//if (j <= i)
//continue;
var objectB:CollisionObject = objects[j];
//hittest
if (object.hitTestObject(objectB)) {
object.isHit = true;
objectB.isHit = true;
}else {
object.isHit = false;
objectB.isHit = false;
}
/////////////////
// CHECK X Y //
////////////////
/*if (object.x + object.width < objectB.x) {
} else if (object.x > objectB.x + objectB.width) {
object.isHit = objectB.isHit = false;
} else if (object.y + object.height < objectB.y) {
object.isHit = objectB.isHit = false;
} else if (object.y > objectB.y + objectB.height) {
object.isHit = objectB.isHit = false;
} else {
object.isHit = objectB.isHit = true;
}*/
object.debugDraw();
objectB.debugDraw();
}
}
private function MoveObject(object:CollisionObject):void
{
object.x += object.speedX;
object.y += object.speedY;
////////////////////
//check boundaries//
////////////////////
if (object.x > stage.stageWidth)
{
object.speedX *= -1;
}else if (object.x < 0)
{
object.speedX *= -1;
}else if (object.y > stage.stageHeight)
{
object.speedY *= -1;
}else if (object.y < 0)
{
object.speedY *= -1;
}
}
public function addObject(object:CollisionObject):void
{
objects.push(object);
addChild(object);
}
}
}
CollisionObject
package com.martino.objects
{
import flash.display.Sprite;
import flash.events.MouseEvent;
/**
* ...
* #author Martino Wullems
*/
public class CollisionObject extends Sprite
{
public var size:int;
public var speedX:int = 0;
public var speedY:int = 0;
public var graphic:Sprite;
var sleeping:Boolean = false;
public var isHit:Boolean = false;
public function CollisionObject()
{
addEventListener(MouseEvent.MOUSE_DOWN, grab);
addEventListener(MouseEvent.MOUSE_UP, letGo);
}
private function grab(e:MouseEvent):void
{
startDrag();
speedX = 0;
speedY = 0;
}
private function letGo(e:MouseEvent):void
{
stopDrag();
}
public function Collision():void{
}
//////////////////////
// setter and getter//
//////////////////////
public function set isHit(value:Boolean):void {
_isHit = value;
graphic.visible = _isHit;
hitGraphic.visible = !_isHit;
}
public function get isHit():Boolean {
return _isHit;
}
}
}
Square
package com.martino.objects
{
import flash.display.Sprite;
/**
* ...
* #author Martino Wullems
*/
public class Square extends CollisionObject
{
public var hitGraphic:Sprite;
public function Square(Size:int)
{
size = Size;
drawSquare();
}
private function drawSquare():void
{
graphic = new Sprite();
graphic.graphics.beginFill(0xFF0000);
graphic.graphics.drawRect(0, 0, size, size);
graphic.graphics.endFill();
addChild(graphic);
hitGraphic = new Sprite();
hitGraphic.graphics.beginFill(0x0066FF);
hitGraphic.graphics.drawRect(0, 0, size, size);
hitGraphic.graphics.endFill();
addChild(hitGraphic);
hitGraphic.visible = false;
}
override public function Collision():void {
trace("I collided with a friend (inside joke)");
}
public override function debugDraw():void {
if (isHit) {
graphic.visible = false;
hitGraphic.visible = true;
}else {
graphic.visible = true;
hitGraphic.visible = false;
}
}
}
}
Any help would greatly be appreciated, want to get further on this !
EDIT: Changed some stuff, there is progress but stuff still is unclear to me !
Changed some things in TestWorld.as:
package com.martino.world
{
import com.martino.objects.Ball;
import com.martino.objects.CollisionObject;
import flash.display.MovieClip;
import flash.events.Event;
/**
* ...
* #author Martino Wullems
*/
public class TestWorld extends MovieClip
{
public var objects:Array;
public function TestWorld()
{
initWorld();
}
private function initWorld():void
{
objects = new Array();
addEventListener(Event.ENTER_FRAME, loopWorld);
}
private function loopWorld(e:Event):void
{
var object:*;
for (var i:int = 0; i < objects.length; i++) {
MoveObject(objects[i]);
//CheckCollision(i);// doesn't work here for some reason [case 1]
}
CheckCollision(0); //[case 2]
}
private function CheckCollision(i:int):void
{
//test collision
for (var i:int = 0; i < objects.length; i++){ //only use in case 2
var elementA:CollisionObject;
var elementB:CollisionObject;
elementA = objects[i];
for (var j:int = i + 1; j < objects.length; j++) {
if (j <= i){
continue; //j resets each I loop and therefor sets collision to false while it could be true
}
elementB = objects[ j ]// as ObjSprite;
if (elementA.hitTestObject(elementB)) {
elementA.isHit = elementB.isHit = true;
}
}
} //[case 2]
}
private function MoveObject(object:CollisionObject):void
{
object.x += object.vx;
object.y += object.vy;
////////////////////
//check boundaries//
////////////////////
if (object.x > stage.stageWidth)
{
object.vx *= -1;
}else if (object.x < 0)
{
object.vx *= -1;
}else if (object.y > stage.stageHeight)
{
object.vy *= -1;
}else if (object.y < 0)
{
object.vy *= -1;
}
object.isHit = false;// where do we check when it isn't colliding? this seems messy!
}
public function addObject(object:CollisionObject):void
{
objects.push(object);
addChild(object);
}
}
}
Also added a setter and getter in collisionobject (so section before the edit).
Not sure why I can't put the checkcollision inside the loop on the enter frame function? (when I do no collisions are shown). And placing "isHit = false" inside moveobjects to reset a check for a hit also seems pretty messy.
I can't seem to find out when the objects aren't colliding to reset them I guess.
Making an else statement on the hittest to check if there is no collision doesn't work, seems logical since there could be collisions with more than just 2 items in the hittestcheck.
Any idea's ?
I had to look at the original source to understand this. It is below, for reference.
This line
if (j <= i) continue;
is a permutation check; it basically makes sure that each combination only gets checked once, instead of multiple times. However, for this, you need to have two For loops - an inner one and an outer one.
You've done the same thing with the following line:
for (var j:int = i + 1; i < objects.length; j++) {
Try using that for loop instead of the one that starts from zero. Leave the "if j <= i" line commented, though. I think that will solve your problem. (Those two statements can't coexist in this loop; if used together, they'll cause the problems you're describing.)
Good luck.
Original source from website:
for (i = 0; i < myrects.length; i++) {
elementA = myrects[ i ] as ObjMyRect;
for (j = 0; j < myrects.length; j++) {
if (j <= i)
continue;
elementB = myrects[ j ] as ObjMyRect;
if (elementA.rect.x + elementA.rect.width < elementB.rect.x) {
} else if (elementA.rect.x > elementB.rect.x + elementB.rect.width) {
} else if (elementA.rect.y + elementA.rect.height < elementB.rect.y) {
} else if (elementA.rect.y > elementB.rect.y + elementB.rect.height) {
} else {
elementA.isHit = elementB.isHit = true;
}
}
}
(For what it's worth, I think that this guy's code actually checks objects against themselves for collision - he should change the "if j <= i" line to "if j < i". You solved this problem with your original for loop.)
Couple of things, after looking at his code, and reviewing your code.
This part IS necessary to make sure you don't waste time going through the loop and re-checking items that have already been compared.
if (j <= i)
continue;
Imagine you have 3 items in the array, and compare item 3 to item 0. Then you compare item 3 to item 1, and item 3, to item 2. THEN you compare item 2 to... item 3? You've already done that. You want to compare item 2 to anything lesser than itself so you avoid duplicates.
Your code is close to his, but you've swapped out his version of the hitTest (which uses position + dimension) with the already-defined hitTestObject. I'm only seeing one hit-test on the first square. Something seems off in that... I'd drop some trace statements in there and see what's up.
Last, when you uncomment his code, does it work?