I'm writing a little game in as3, and I need to check collision between 2 boats.
I don't need the pixel perfect collision, but bounds collision is not enough too.
The boat look more or less like this:
https://www.dropbox.com/s/197yqvzf2jaugtm/boats.JPG
I was thinking about create one square on the back of the boat and a triangle on the front, than for each boat, check if the square collide with the other boat square or triangle, and the same for the triangle.
I just don't know how to do that, I don't know if it's possible with the Shape.hitTest, or if it's the best way to do that.
What can I do?
Try this,
var isTouched:Boolean = item1.bounds.intersects(item2.bounds);
when both touches, it will return true;
Related
I want to implement rotating rectangle around cicrle in such way, that circle has no rotation, and rectangle has. All object's are Box2D Body objects. Here is picture, what I want to have:
In my case rectangle touches circle, but I think it doesn't matter.
At first I tried to do it with two Fictures for same Body, but there was a problem with rotation: I couldn't have one ficture with rotation and another without.
I think, it should be somehow connected with joints, but I don't know what exactly Joint I should use. Maybe are there another solutions?
I think DistanceJointDef will do the tricks
you could put the radius if the circle as the distance with a little margin if you want
you also have to reduce the friction of bodies so the rectangle can move smoothly
DistanceJointDef djd = new DistanceJointDef();
djd.bodyA = bodyRactangle;
djd.bodyB = bodyCirlce;
djd.length = radius + margin;
world.createJoint(djd);
bodyRactangle is a dynamic body
bodyCirlce is a static body
try that for a start, hope it is helpful
Good luck !!
i've been making a twist on the labyrinth game and i've got my ball to move with physics but im struggling with getting it to hit the walls around it. its currently a movie clip with black walls, and ive used this code to try and stop it:
if (character.hitTestObject(walls)){
character.x = //something
character.y = //something
}
all this does is when it hits any part of the movie clip, (even the blank spaces) it moves my character,
is there any sort of code i can use to maybe detect hitting a certain colour?
One way you could do this, is to use hitTestPoint() method to test if any of the corners have hit your wall.
hitTestPoint() tests only a single location to see if that point collides with an object. This is how you could test the top left corner of your character to see if it's touching the wall :
// I am assuming that x,y is the top left corner of your character
if (wall.hitPointTest(character.x, character.y, true))
{
// top left collided with wall
{
So you could do the same for all corners, or if you want, you can determine any collision points you want to check for the character.
Depending on your level of precision, this method might work just fine for your needs. But if you want pixel perfect collision, you can check out this link :
http://www.freeactionscript.com/2011/08/as3-pixel-perfect-collision-detection/
i expect this is quite an easy one.
I'm trying to simulate a falling Bean Bag that can be knocked into a net on one side of the screen.
I have:
a dynamic body and circle shape representing a hand or bat, which moves respective to the mouse.
falling dynamic body circle shapes representing the Bean Bags.
and simply, two small circle shapes representing the net's open top.
To move the hand/bat i update a linear velocity on each step, so that this force can be applied to the bean bag:
// move hand
deltaX = (handBody.GetPosition().x * scaleF) - mouseX;
deltaY = (handBody.GetPosition().y * scaleF) - mouseY;
var newVel:b2Vec2 = new b2Vec2(-deltaX, -deltaY);
handBody.SetLinearVelocity(newVel);
My problem is that I would like the Bean Bag to absorb some of the initial force of the knock. At the moment it's too easy for the falling bags to be flung off the screen with a quick swipe. Is there a simple way to use the friction, damping or other settings? I have tried but cannot seem to create the effect. Can anyone suggest how i can remove some of the collision force manually without effecting the updated position of the bat/hand?
tia,
Chris
Can't you just multiply the new velocity/bean bag velocity with say 0.8 or whatever and call this the dampening effect?
But the provided code seems weird, I can't see anything in it related to impact or hitting a bean bag. This just sets the vel of hand?
I have a MovieClip, that is representing a character in my game. Id like to "create bullets" shooting out from the tip of my characters gun. Problem is that when my character turns around, also the point rotates around the MovieClips pivot.
Is it possible to anyhow easily track this point, so that I could dynamically create new objects at the same location.
I tried to add a new MC as a child to my character, with the initial position at the guntip. In some systems child-objects "follow" their parents around, but it didnt seem to work here.
Is there any other "native" way of doing this, or do I just have to have a Polar-coordinates representation of the point relative to character-MovieClips origin, and add the MC rotation to theta, so that I can calculate the X and Y coordinates?
Try localToGlobal() and globalToLocal() methods to transform coordinates from your character movieclip to its parent.
Set up the movie clip with the gun (I'm assuming it's at the end of an arm?) so that the gun tip is straight across from the pivot point.
Then pass the method that fires the bullet three parameters: the x and y position of the gun MC, and its current angle.
The code for your bullets initial position might look something like this:
public function CreateBullet(x,y:Number, degree:Number)
{
// set start position
this.x = x + ARMLENGTH*Math.cos((degree/180)*Math.PI);
this.y = y + ARMLENGTH*Math.sin((degree/180)*Math.PI);
}
Where ARMLENGTH is the distance from the pivot point to the end of the gun.
Two caveats, Flash can do weird things with angles, so you might have to make an if statement in CreateBullet() with inverted degrees if the player if facing backwards. Also, if you have the gun MC as a child of your character, you might have to make a Point where the pivot point is then do a localToGlobal on it. There's a good reference for that here.
Okay so basically I want to draw a circle in as3 that has a 'hole' in it (like a donut). Something like this, but without the outlines:
http://www.steel.ie/DugganSteel/Pictures/Hollow-circle.gif
This doesn't work:
SPRITE.graphics.beginFill(0xFFFFFF);
SPRITE.graphics.drawCircle(0,0,10);
SPRITE.graphics.endFill();
SPRITE.graphics.drawCircle(0,0,5);
I mean this seems like it'd be simple but I can't find any information on it. I should also mention that I'm trying to only draw 3/4 of the circle, like 3/4 of donut. So I was planning on drawing a transparent circle and square over the original circle, I know this seems kinda of weird since you'd expect something transparent to show whats underneath it.
Its actually really simple. See the following code:
var p:Point = new Point(100, 100);
graphics.beginFill(0xFF0000);
graphics.drawCircle(p.x, p.y, 100);
graphics.drawCircle(p.x, p.y, 50);
Intersections cancel each other out until you call endFill
Goodluck!
You can just make the line thickness the desired donut width and avoid using beginFill
set graphics.lineStyle
To make it only go 3/4 of the way around you could use curveTo to draw the 3 quarters.
The above method by Tyler works, however if an easier way to do it is to simply begin drawing the inner circle first. Basically Flash doesn't actually fill in the color until you call endFill() (again as mentioned by Tyler), so you start drawing on the inner circle, then the outer circle then on endFill() Flash fills in the gap.
SPRITE.graphics.beginFill(0xFFFFFF);
SPRITE.graphics.drawCircle(0,0,5);
SPRITE.graphics.drawCircle(0,0,10);
SPRITE.graphics.endFill();
Hope this clears things up for you.
Introduction to Flash drawing API, will help you understand a bit more :
http://www.senocular.com/flash/tutorials/flash10drawingapi/