Mouse interaction with nested movieclips in Away3D - actionscript-3

I am building a globe with the countries. I have all of the spheres built and everything works fine. The problem is to get the globe to look right I had to put all of the movieclips into one big moveclip then broke down from there. The problem is I cannot get Away3D to recognize the secondary movieclips. If I apply the listener to the whole sphere it works fine (but that isn't functional). Is there a way to use nested movieclips in away3d?
//what works
var materialMovie:MovieClip = new causticsMovie() as MovieClip;
var causticsMaterial:MovieMaterial = new MovieMaterial( materialMovie);
var sphere:Sphere = new Sphere({material:causticsMaterial, radius:300,segmentsH:18,segmentsW:26, interactive:true});
causticsMaterial.interactive = true;
view.scene.addChild(sphere);
sphere.addEventListener(MouseEvent3D.MOUSE_DOWN, NA);
//what doesn't
world_map.northAfrica_mc.addEventListener(MouseEvent3D.MOUSE_DOWN, NA);
Is there a solution to this problem?

If I understand how 3d engines in flash generally work, this won't be possible. They create a texture from the original movieclip(s) which they then transform. So there are no movieclips left to click on.
There is a couple of ways around this I think. You could transform the click location into polar coordinates (I'm not sure about the maths there, but google should be helpful), and figure out which location was clicked that way.
Or, you could (probably) have a second, invisible sphere (off stage or not added as a child, not sure which will work), where you create a different texture where each country has a different color. You would rotate this to the same angles as the visible sphere. Then, on click, render that to a BitmapData and check the pixel value of the point you clicked (translated so the point on the visible sphere and the invisible sphere are the same). I think this way is the easier of the two, and will have better results.

Related

How can I get coordinates of object collision in AS3?

I'm trying to write a simple flash game like Space Invaders. When the ship shoots I check if bullet hits the enemy with simple if like below:
if (bullet.hitTestObject(enemy)) {
var explosion = new Explosion(enemy.x, enemy.y);
stage.addChild(explosion);
explosions.push(explosion);
//Rest of logic like removing bullet and enemy from stage
}
What I expected to see was an Explosion instance appearing somewhere around the coords where bullet hit the enemy and that it would stay in place. Instead explosion seems to be appearing completely elsewhere and is moving in the same direction the enemy was (opposite direction to bullet). It seems that my assumption about successfully getting coordinates in a way presented above isn't right. Is there any other way to get it at least approximately? It doesn't have to be pixel-perfect, but I don't want explosion to appear on the other side of the stage.
Thanks for any suggestions.
It's not about getting the coordinates but having in mind where your children are added.
If the container is moved around, and you add the explosion to other container, the coordinates will mess up - each object has an internal coordinate system starting from 0,0.
Best advise would be to manually understand where's the difference and where are your children added. Common way to fix this is to add all your children at 0,0. This will give you full control and nevertheless an idea of how Flash works.
If you are unable to do so, you can always use globalToLocal and localToGlobal methods that will help you convert those coordinates to a global (Stage) ones, and vise versa.

AS3 Is it possible to duplicate a Shape object?

I'm trying to make a shape available for duplicating. Here's an explanation of what I've done, what I'm trying to do, and where I'm stuck:
Drew a shape manually in the Flash IDE (paintbrush).
Created a new movieclip containing the shape; exports as a class.
Instantiate the class (var mc:MovieClip = new shapeMovieClip()).
Add a reference to the shape in mc that I want (var myShape:Shape = mc.getChildAt(0) as Shape;
This works perfect and I now have my shape, but how can I duplicate it without instantiating the parent MovieClip class - is it possible?
I've tried creating a new shape and using the copyFrom() graphics method with no avail, I believe this method just copies draw calls when they're made on the referenced graphics and instead I just have a reference of a shape that's already been drawn.
Right now I'm extending the movieclip as a sprite instead, instantiating, pulling the shape from the parent and saving its reference, and then nulling the sprite. Does anyone know of a better, more lightweight, strategy for duplicating Shapes in this manner?
Basically depends on whether you need to scale your shapes. If you don't, and you can work it out with a fixed sized bitmap representation of the shape, then you will get much better performance drawing your shape to a BitmapData (it's called rasterisation) and instanciating Bitmap objects (as other commenters have pointed out). The code would go something like this:
var base:Sprite = new shapeMovieClip();
var bmd:BitmapData = new BitmapData(base.width, base.height, true, 0);
bmd.draw(base);
var clip1:Bitmap = new Bitmap(bmd);
var clip2:Bitmap = new Bitmap(bmd);
If you do need to scale the clips, you will get pixelation using bitmaps. When scaling down Bitmap.smoothing can help to some extent (also when rotating), but if you need to scale up, you will probably have to use some kind of mip-mapping. This is basically creating a few bitmaps of the shape at different scale levels, and then swap them depending on the current scale. Coding this has some complexity (using a helper parent to adjust the scale can help) but it will definitely perform better than using many shape symbols (with or without a sprite parent).
This is very old, but it still comes up high in Google, so I just wanted to share a true shape duplicating method:
var shapeonstage:Shape = shapeMadeInIDE;
var g:Vector.<IGraphicsData> = shapeonstage.graphics.readGraphicsData();
var shapecopy:Shape = new Shape();
shapecopy.graphics.drawGraphicsData(g)
And boom. It works. Had to share this because it would have helped me a looooong time ago and in so many ways.
UPDATE:
There is some clarification I'd like to add why you would want to use this method, for duplicating AND for storing references to Shapes that are within an swf.
If you target a Shape object on the stage or in a movie clip, the Flash Rendering engine does something strange. It will RECYCLE Shape objects to render new graphics thus making your Shape reference point to a COMPLETELY different rendering.
For example:
Create an fla with a movieclip.
Inside the movie clip make 10 frames.
On each frame, draw a different shape
In your code, get a reference to the shape (The Shape on Frame 1)
Draw and verify your shape (draw to a bitmap then put the bmp on stage)
Now let the flash engine play for 5 frames
Draw and verify your shape again
The second time you draw your shape without EVER reassigning your shape reference, will SOMETIMES yield a completely different shape.
Just know, this little quirk can leave you pulling your hair out if you don't know what you're looking for :)

Moving the "camera" of an HTML Canvas element

I'm trying to find a clean way to "move the camera" of a canvas element.
This for my prototype game (side scroller). I'd love to think there's a better solution than moving the whole set of nodes to simulate a "camera" moving around.
Am almost certain to have read a simple how-to (using offsets?) but the fact I don't find anything like that starts to raise doubts... have I imagined reading that!?
Thanks to help me clarify...
J
Presumably you redraw your whole game scene 30 times a second (more or less)
You need to redraw your whole game scene but first translate the Canvas context by some offset.
context.translate(x,y) is precisely what you want. You'll want to read up on the use of that as well as the save() and restore() methods.
When you translate the context, everything drawn afterwards is shifted by that amount.
So you constantly draw something (maybe an enemy) at 50,50 using drawImage(badguy,50,50). Then the player moves, which changes the x of translate to -1 (because the player is moving to the right) instead of 0. You still draw the enemy sprite with the command drawImage(badguy,50,50), but when you draw it the enemy shows up as if it were at 49,50 because of the context.translate(-1,0) command shifting everything before its drawn.
Of course when you get into performance you'll want to be making sure that you are only ever drawing things that can actually be seen on the screen! If your are far down the level with context.translate(-2000,0), you dont want to be drawing objects at 50,50 anymore, only ones that intersect the viewable area.

Drag objects in canvas

Im looking for an easy to use method of assigning drag behavior to multiple objects (images, shapes etc) in canvas. Does anyone have a good way or know of any libraries for dragging objects around? Thanks
Creating your own mouse events takes a little work - ideally you should either create or use some kind of mini-library. I'm thinking of creating something like this in the near future. Anyway, I created a drag and drop demo on jsFiddle showing how to drag images - you can view it here.
You can create draggable images like this:
var myImage = new DragImage(sourcePath, x, y);
Let me know if you have any questions about this. Hope it helps.
EDIT
There was a bug when dragging multiple images. Here is a new version.
Another thing you might want to check out is easeljs it sort of in the style of AS3... mouseEvents dragging etc...
The HTML Canvas—unlike SVG or HTML—uses a non-retained (or immediate) graphics API. This means that when you draw something (like an image) to the canvas no knowledge of that thing remains. The only thing left is pixels on the canvas, blended with all the previous pixels. You can't really drag a subset of pixels; for one thing, the pixels that were 'under' them are gone. What you would have to do is:
Track the mousedown event and see if it's in the 'right' location for dragging. (You'll have to keep track of what images/objects are where and perform mouse hit detection.)
As the user drags the mouse, redraw the entire canvas from scratch, drawing the image in a new location each time based on the offset between the current mouse location and the initial mousedown location.
Some alternatives that I might suggest:
SVG
Pure HTML
Multiple layered canvases, and drag one transparent canvas over another.
The HTML Canvas is good for a lot of things. User interaction with "elements" that appear to be distinct (but are not) is not one of those things.
Update: Here are some examples showing dragging on the canvas:
http://developer.yahoo.com/yui/examples/dragdrop/dd-region.html
http://www.redsquirrel.com/dave/work/interactivecanvas/
http://langexplr.blogspot.com/2008/11/using-canvas-html-element.html
None of these have created a separate library for tracking your shapes for you, however.
KineticJS is one such Javascript Library that u can use exclusively for animations
Heres the Link html5canvastutorials
Canvas and jCanvas
You're definitely gonna want to check out jCanvas. It's a super clean wrapper for Canvas, which kicks open a lot of doors without adding code complexity. It makes things like this a breeze.
For example, here's a little sandbox of something close to what you're after, with dragging and redrawing built right in:
Drawing an Arrow Between Two Elements.
I ventured down the road of doing everything with DIVs and jQuery but it always fell short on interactivity and quality.
Hope that helps others, like me.
JP
As you create new objects whether they are windows, cards, shapes or images to be draggable, you can store them in an array of "objects currently not selected". When you click on them or select them or start dragging them you can remove them from the array of "objects not selected". This way you can control what can move in the event of a particular mousedown event or mousemove event by checking if it isn't selected. If it is selected it will not be in the "not selected" array and you can move the mouse pointer over other shapes while dragging shapes without them becoming dragged.
Creating arrays of objects you would like to drag also helps with hierarchy. Canvas draws the pixels belonging to the foremost object last. So if the objects are in an array you simply switch their instance as in element in the array say from objectArray[20] to objectArray[4] as you iterate through the array and draw the objects stored in the array elements you can change whether other objects are seen on top or behind other objects.

Actionscript 3 pixel perfect collision. How to? (learning purposes)

I know that there are people out there creating classes for this (ie http://coreyoneil.com/portfolio/index.php?project=5). But I want to learn how to do it myself so I can create everything I need the way I need.
I've read about BitMap and BitMapData. I should be able to .draw the MovieClips onto a BitMap so I could then cycle the pixels looking for the collisions. However, It's weird and confusing dealing with the offsets.. And it seams like the MyBitMap.rect has always x = 0 and y = 0... and I can't seam to find the original position of the things...
I'm thinking of doing a hitTestObject first, then if this was positive, I would investigate the intersection betwen the movieclips rectangles for the pixel collisions.
But then there is also another problem (the rotation of movieclips)...
...I need some enlightment here on how to do it.
Please, any help would be appreciated..
If you're using BitmapData objects with transparency you can use BitmapData.hitTest(firstPoint:Point, firstAlphaThreshold:uint, secondObject:Object, secondBitmapDataPoint:Point = null, secondAlphaThreshold:uint = 1):Boolean.
You'll have to change from global coords to the local BitmapData coords which will require a bit of math if it is rotated. That's easily achieved (look up affine transform for more info on wiki):
var coordTransform:Matrix = new Matrix();
coordTransform.rotate(rotationRadians);
coordTransform.translate(x, y);
coordTransform.transformPoint(/* your point */);
A classic reference for pixel perfect collision detection in flash is this Grant Skinner's article. It's AS2, but the logic is the same for AS3 (there are ports available if you google a bit).
If I recall correctly, this particular implementation worked as long as both tested objects had the same parent, but that can be fixed.
About BitmapData x and y values, I understand it could be confusing; however, the way it works makes sense to me. A BitmapData is just what the name implies: pixel data. It's not a display object, and cannot be in the display list; so having x or y different than 0 doesn't really make sense, if you think about it. The easiest way to deal with this is probably storing the (x,y) offset of the source object (the display object you have drawn from) and translate it to the global coordinate space so you can compare any objects, no matter what's their position in the display list (using something like var globalPoint:Point = source.parent.localToGlobal(new Point(source.x,source.y)).
I've previously used Troy Gilbert's pixel perfect collision detection class (adapted from Andre Michelle, Grant Skinner and Boulevart) which works really well (handles rotation, different parents, etc.):
http://troygilbert.com/2007/06/pixel-perfect-collision-detection-in-actionscript3/
http://troygilbert.com/2009/08/pixel-perfect-collision-detection-revisited/
and from there he has also linked to this project (which I've not used, but looks really impressive):
http://www.coreyoneil.com/portfolio/index.php?project=5
I managed to do it after all, and I already wrote my class for collision detections,/collisions angle and other extras.
The most confusing process is maybe to align the bitmaps correctly for comparing. When whe draw() a movieclip into a a BitmapData, if we addChild() the corresponding Bitmap we can see that part of it is not visible. it appears to be drawn from the center to right and down only, leaving the top and left parts away from beeing drawn. The solution is giving a transform matrix in the second argument of the draw method that aligns the bitmap and makes it all be drawn.
this is an example of a function in my class to create a bitmap for comparing:
static public function createAlignedBitmap(mc: MovieClip, mc_rect: Rectangle): BitmapData{
var mc_offset: Matrix;
var mc_bmd: BitmapData;
mc_offset = mc.transform.matrix;
mc_offset.tx = mc.x - mc_rect.x;
mc_offset.ty = mc.y - mc_rect.y;
mc_bmd = new BitmapData(mc_rect.width, mc_rect.height, true, 0);
mc_bmd.draw(mc, mc_offset);
return mc_bmd;
}
in order to use it, if you are on the timeline, you do:
className.createAlignedBitmap(myMovieClip, myMovieClip.getBounds(this))
Notice the use of getBounds which return the rectangle in which the movie clip is embedded. This allows the calculation of the offset matrix.
This method is quite similar to the on shown here http://www.mikechambers.com/blog/2009/06/24/using-bitmapdata-hittest-for-collision-detection/
By the ways, if this is an interesting matter for you, check my other question which I'll post in a few moments.