Object does not rotate around pivot point - actionscript-3

I have an object which looks like this:
When I try to rotate it using [INSTANCENAME].rotation += 10;
it still rotates around the middle of the object. Am I doing something wrong?

I've done a little research, and apparently there is no direct way to change the pivot point programmatically, AFAIK. Rather odd, seeing as you can change it in the Flash Pro IDE. (For those reading, the pivot point is NOT the same as the registration point.)
[EDIT: Thinking more about it, I don't think the pivot point actually "exists", at least in the context of a programmable property. It only exists in the context of some tools in the Flash IDE.]
You will need to place your object ALONE inside another object, so that the desired pivot point of the inner object is over the center of the outer object. Then, rotate the outer object.
You can later control your object's "pivot point" by changing the position of the inner object.
Since the outer object's center moves depending on its size, and the position of the inner object determines the size of the outer object, you'd need to apply some math. The x position of the inner object would need to be equal to the distance from the desired pivot point on the inner object to the far right edge of that inner object. The same concept applies to the y position.
This can be accomplished both in the IDE directly, or through code, whichever you choose.
An example of code to change this dynamically. This function is inside the outer object. (You can get pivotX and pivotY off an event listener, if you want.) [Sorry, the code is untested.]
function newPivot(int pivotX, int pivotY):void
{
inner.x = inner.width - pivotX;
inner.y = inner.height - pivotY;
}
I hope that solves your problem!

A very simple way is to do like this.
Convert the image to a symbol(MovieClip). [you might have already done it].
Double Click on the MovieClip/Sprite to enter inside.
Move the Image so that the registration point align towards the pivot.
NB: Applicable only in case of FLASH IDE.

Related

Cocos2d-x 3 - Disable collision between two bodies and detect when them separate each other

I'm developing a cocos2d-x game (version 3.8). My game uses chipmunk physics and it has a static body that works like an interruptor. This interruptor is enabled when another body is over it. The interruptor is disabled when bodies separate each other.
I want to:
Moving body don't collision with interruptor. It has to cross interruptor with no bounce
I want to detect when moving body separates the interruptor
My first approach was implementing onContactBegin method. I return false when those two bodies get in touch. This way the body crosses the interruptor and does not bounce.
The problem is onContactSeparate method is not called, because contact did not happen.
If I return true in onContactBegin method, onContactSeparate is called and I can detect it. The problem is the body does not cross the interruptor, it bounces.
[EDIT] More info
This is the scenario where two sprites are separated. The ball can move and interruptor is a static body. Ball could be over the interruptor.
This is the scenario where two sprites are in contact and object1 (the ball) is over the interruptor. I want to detect where two sprites separate each other.
Any help would be appreciated!
It seems to me like you are using Box2D within cocos, so I'll answer with that as my base assumption.
This is what i would do.
My interrupter would be a b2Body* with no BodyDef dimensions defined or just a 0x0 dimension def.
I would set the user data for the bodyDef to a rectangle that describes my interruption area. This way you can always have your interruption area represented, but will not collide with anything.
(Optional) If you want the interruption area to move around based on the fake body you assigned to it, you can updated it just after the step function using something like below.
world->Step(delta, 10, 10);
for (auto physicsBody = _world->GetBodyList(); physicsBody; physicsBody = physicsBody->GetNext())
{
auto userData = static_cast<Node*>(physicsBody->GetUserData());
if(userData != NULL)
{
// Set interruptor area rectangle = physicsBody->GetPosition();
}
}
To let the rest of the system know when I have left the interrupter I would store a function pointer to the function I want to call when this happens, When a object enters the interruption area I would flag it saying "I'm in the area" after that, the first update step you get when it's not in the area anymore I would fire the callback and reset the flags I used to get to that point.
I hope this helps. You are not giving a lot of context for what you want to do, an image would be helpful. Especially when it comes to looking for help with code that has a visual representation as well.
[EDIT]
Based on the behaviour you want this is the way I did this. The first thing to know is that you don't need physics collisions for the behaviour you want. You can do this by using bounding box intersection tests and use flags and callbacks to figure out the rest.
I have an object that knows about both the ball and my interrupter nodes. In the update loop of this object I check if the two intersects. I set a flag indicating "I am in the interrupter", the next frame that I am not in the interrupter and my flag is still true I call the function that I assigned with my "leaving logic" in it, and set then flag back to false.

How do I get the global point of a rotated object?

I'm trying to get the global point (x,y) of an object. This object is a child of a rotated parent, MovieClip. Without rotation of the parent, it's easy to find the global point of the child, parent.localToGlobal. However, when I'm rotating the parent, it seems that localToGlobal returns the incorrect x,y.
localToGlobal deals with position not transformation. You are simply using the wrong tool for the job. I'm guessing you don't want to deal with matrices but you gonna have to.
mydisplayobject.transform.pixelBounds;//global space occupied by object
mydisplayobject.transform.concatenatedMatrix//the matrix representing all combined transofrmations

cocos2dx - sub layer that covers its parent partially keep capturing all touches

In my cocos2dx game, I have a CCLayer that contains another CCLayer. The sublayer just cover part of the container layer. I 'think' I achieve this through:
this->setContentSize( CCSizeMake( 100, 200 ) );
however, the sublayer always capture touches even though it is outside its size and position area... Is it common?
I can filter through the touches position by comparing it inside the ccTouch** functions, but I think it is a hack, what is the proper way to set the sublayer to properly cover just the partial area of its parent?
The only thing i can think of straight away is making this inner layer a CCNODE and also extent it with CCTouchDelegate.
Now with this, when u register with the TouchDispatcher, you make sure it doesn't Swallowtouches(the boolean value given as the last parameter)...
This way when you receive a touch ... just see if it is within the boundary of this inner layer of urs and if it is not, send let the parent class use this touch.
Hope this helps.

AS3: weird getBounds() result

EDIT2: It seems that the big numbers are created because the movieclip doesnt hold any bipmapdata, but Im yet not sure about it, but my real mistake was that I just forgot "this" infront of one "getBounds" ... project size was to big and I couldnt find the bug =)
EDIT: tried to use seperate containers, for the movieclips, and did all this in the root class ... everything worked fine, when I used seperate containers and attached everything to the charakter class it got screwd up again
OLD:
Hey I am making a game right now and I want to get the bounds of the charakter body.
To understand how I did set the whole thing up I explain the hirarchy.
The class of my flash document is "game.as". "game.as" adds a Child of the class Charakter
my Charakterclass has a Movieclip for every body part, for example the "head"
every bodypart has a movieclip which contains the picture of the bodypart, in this case "head".
When I now try to use the getBounds(head.mc) inside the "head" class I get really weird results. ussualy something around x=64001, y=64001, width = 0, height = 0;
I found a way how to solve this problem by simply using the getBounds(head.mc) function not inside the head, but inside the Charakter class .... but this is not what I actually want to do, I would like to use the getBounds(head.mc) function inside the head class.
Any ideas why the results are so weird or what I have to do? Im very thankfull for every opinion, because this doesnt seem logical to me xD
getBounds() is inaccurate. Please read the following posts to understand the issue.
getBounds "wrong" results (Source)
When getting bounds of an object relative to it's OWN coordinate system,
those values will NOT be scaled.
getBounds() returning incorrect height (Source)
From inside head_mc, try getBounds(this.parent); (you may want to test to see if the parent exists first) - this should give you the bounds of your head_mc as its container sees it, which I think is what you want, but called from inside head_mc, as you request.
bitmapdata is right, though - getBounds() can sometimes give some odd results. It looks to me like you might be asking the question before you add head_mc to the stage, and are therefore getting the undefined values for width/height/x/y.

localToGlobal/globalToLocal AS3 confusion

I want to move a display object from one container to another, but have it appear in the same place on screen.
I thought I'd understood this years ago, but the following does not work:
function moveToNewContainer(obj:DisplayObject, newParent:DisplayObjectContainer):void {
var pos:Point = new Point(obj.x, obj.y);
var currentParent:DisplayObjectContainer = obj.parent;
pos = currentParent.localToGlobal(pos);
currentParent.removeChild(obj);
newParent.addChild(obj);
pos = newParent.globalToLocal(pos);
obj.x = pos.x;
obj.y = pos.y;
}
This doesn't position the object in the same place as I would have expected.
Does anyone know what I am doing wrong, please?
Thanks,
James
Using localToGlobal/globalToLocal and setting the x and y properties like you showed calculates the correct position for the object in its new parent, but does not adjust for other aspects of the transformation such as scaling or rotation. In other words, the object's registration point will indeed remain in the same place, but the object may be rotated, scaled, or sheared differently.
The solution to your problem will need to take into account the transform.concatenatedMatrix properties of the old and new parents--you'll need to multiply the object's transformation matrix by one and then by the inverse of the other, or something along those lines. Leave a comment if you need help working out the math.
There is nothing wrong with your code, provided that both containers have no transformations applied. If your clips are scaled, rotated, etc.. you need to handle that in addition to the coordinate space transformations that localToGlobal and globalToLocal do.
You have to check if your containers are actually placed on stage. If your new container isn't added as a child to stage, function globalToLocal fails, just because it doesnt know how to correctly calculate that data.