I have this small project HERE. Right now it barely does anything but make the character move.
I move the character by using <s:Move>. Now as you can see on the link to my project page, it moves to where you point the mouse and click. I want to be able to stop the character from moving if it hits another object or in this case, the "tree". Is there a script in AS3 that will let me detect collisions or controls that are overlapping each other?
If my question is a bit lacking information, please comment back here and I'll update it with more details as you need.
Please and thank you!
All DisplayObjects have a a method called hitTestObject(obj:DisplayObject) that tests when one object overlaps another. You can read about it in the Tree class, DisplayObject class, or any class that extends DisplayObject.
Related
I've gathered all game pages on different frames of movieclip called game. in that game movieclip there are 4 different frames. on third frame I have some drag & drop functionality. When I drag one item, I want it to be on the front, I mean all other objects on that frame must not block the view of current dragging object. I used this.setChildIndex(currentDraggingObject,this.numChildren-1); but the problem is whenever I drag objects, when I change the frame, those objects are shown on that frames as well.
In short description: When I set an object's Index in MovieClip(game) , that object is seen in each frame of MovieClip(game) , how can I fix this?
I've searched the result online but couldn't find a solution.
Thank you
-Ozan
Instead of this:
this.setChildIndex(currentDraggingObject,this.numChildren-1);
You can simply use this:
this.addChild(currentDraggingObject); //shorter and clearer
If you have some object on a frame and you actually add it again, it indeed stays there in the other frames (I found this out too). The best/fastest solution would be to simple remove them before you are going to change the frame with this.removeChild(object)
I'm working on a game that uses mx canvases (each in their own mxml file) to wrap different aspects of the application. So the UI is wrapped in one canvas, the main game screen in another, and so on. I am having an issue where mouse input (specifically MouseEvent.CLICK, but it seems to apply to all mouse input) that I want to go to a movieClip in the GameScreen.mxml is being caught by an mx.core.FlexSprite object called "contentPane" that is a child of the GameUI.mxml.
This contentPane sprite doesn't exist when the GameUI object is instantiated, and in fact doesn't seem to exist until I set the text of some textFields contained by the GameUI. These textFields do overlap the movieClip that I want to receive the mouse input, but the textFields themselves are set to mouseEnabled = false, and are not catching the mouse input.
None of my code is directly creating this contentPane sprite, and some elementary Googling tells me that this contentPane sprite is created by the mx.flex.container internally. However, I can't seem to find any documentation on how this actually works, and what causes this sprite to be created.
This functionality has worked previously, and the only significant recent change I'm aware of is moving the swfs loaded into the GameUI into their own application domain to fix a namespace collision. I'm entirely prepared to believe that is the issue.
Ideally, I'd like to know why this contentPane is suddenly catching mouse input. Failing that, I'd at least like to find some documentation on how contentPane works, how I can manipulate it, and what causes its instantiation.
Thank you in advance for your help.
Edit:
I've done some additional digging and wanted to share what I've learned:
The contentPane variable is instantiated in mx.core.container objects for scrolling and clipping purposes. If the content of an mx.core.container object exceeds the size of that object, the container will create a contentPane and move its contents into that pane. However, if scrolling is disabled (verticalScrollPolicy="off" & horizontalScrollPolicy="off") and clipping is disabled (clipContent="false") then the container will not instantiate the contentPane. This solved my specific problem as I did not need either scrolling or clipping behavior in this container.
I would still like to know if there's a way to disable mouse input for an mx.core.container contentPane. It seems like there should be.
I am doing some math projects that require a lot of vector line art--that is a line drawn between to points with a circle at the start point and an arrow at the end point. A call to Math.atan2() keeps the arrow aligned. I call this class DrawVectorLineArt() and it creates instances of 2 other custom classes DrawArrow() and DrawCircle().
So far so good--DrawVectorLineArt() draws just what I need. Now I need to animate the vector art.
So in a function onEnterFrame I want to update the postion of arrow and circle, the objects created by DrawArrow() and DrawCircle(), respectively. I also need to clear and redraw the line drawn between them. At this point I am not sure how to proceed in an OOP framework. Do I need to create methods of my custorm class DrawVectorLineArt() to update the position of arrow and circle and subsequently clear and redraw the connecting line?
Any advice or links appreciated. Thanks!
"Do I need to create methods of my custorm class DrawVectorLineArt() to update the position of arrow and circle and subsequently clear and redraw the connecting line?"
Yes.
The arrow and the circle are very members of DrawVectorLineArt, and going by its name and choice of members, so should the line (if it's implemented through actual data). DrawVectorLineArt should contain and implement the whole animation between the circle, arrow, and line. As such, if the animation's supposed to be able to change after creation, the same instance of DrawVectorLineArt should be able to take any two legitimate points supplied to it (or that it becomes aware of internally, depending on what you're doing), reposition the three components, and turn the arrow and line appropriately, within its own code.
Before I go making major change in my ongoing game project, I just want to hear from others if anyone has found any issues with getObjectsUnderPoint() function of the DisplayObject?
Update:
Not just the performance issue but any other limitations of using it (like it doesn't detect certain type of UIelements (just as example))
I will have three layers in my application (which an Isometric game)
Background -- This is just a background which stays in the bottom, has nothing to do with game
Middle Layer -- This is the playable area, Here all my game elements will be placed on this layer
Top Layer -- This is one dummy transparent layer covers entire playable area which interrupts all the mouse events. This is where I want to use the getObjectsUnderPoint()
So, player wants to click on the element, the top layer will interrupt the mouseevent and then check if there is something placed or just a plain background and take appropriate action like, notify the underneath object.
This really doesn't require to be done this way because I could simply add moues events for all those items placed on the map directly but because I would be using getObjectsUnderPoint() anyway to check if there is anything beneath the item.
If anyone can explain how this function works then it would be little easy for me to make a decision.
There was one annoying problem though. I don't know if they fixed it or not. At least it was there in 10.1 times.
If you have a container and you scaled it container.getObjectsUnderPoint will return wrong result. All the time. So everywhere where I needed getObjectsUnderPoint I had to call it from stage to get proper result.
It's an incomplete function. It returns graphical objects under the mouse, NOT all potential mouse targets for event or interaction purposes. It actually requires complex logic to examine the array returned by getObjectsUnderPoint to determine the mouse target, because the appropriate target (the one Flash would choose if you actually clicked that point) may not be in the list.
First you'd have to examine the object array in reverse, since the items are ordered back to front. You'd have to examine each object's entire parent chain, looking for a parent with mouseChildren = false that would cause it to intercept the event and become the target. Whether or not such an object is found, this final object you arrive at must have its mouseEnabled property set to true, otherwise you must skip it and move on to the next object in the array, which would be, for example, the next sprite or shape behind the one you initially checked. While going through the list, you must notice when the parent changes, at which point you need to assume that all children of that common parent had their mouseEnabled property set to false, in which case the parent would become the next candidate. This is actually extremely complicated, because you're working backwards in a bottom-up approach with an incomplete set of objects that was generated from the top-down.
To get actual potential mouse event targets, consistent with the default dispatching logic... it is actually easier to start from the stage in a top-down manner and walk backwards through the display hierarchy in a depth-first search, checking mouseChildren to determine whether you need to step into children, and checking mouseEnabled if it's to be a target, otherwise stepping into the container's children and repeating the process from back to front again. This is much more accurate, complete, and staightforward. The only problem is you have to code it yourself.
I am creating a photo editor app where, at some point, the photo you edit is supposed to be dropped between two layers of DisplayObjects (a background image and an image mask.)
There is a problem, though. When the image you are editing is dropped between the background and the image mask layers, it becomes unclickable, and therefore gets stuck there, with no chance of dragging it again. (The photo editor uses TransformManager library.)
I am looking for a way to allow you to select the image you are editing no matter if there is another DisplayObject on top of it. And that probably means finding some way to click through the image mask.
Is there a way to do that?
I tried setting mouseChildren = false on imageMask, but that didn't have the desired effect.
Many thanks.
I had similar problems and I managed to solve it by using both
displayobject.mouseChildren = false;
and
displayobject.mouseEnabled = false;
on the object that you want to click through.
How about this?
mask.mouseEnabled = false;
You can always attach a Mouse Click listener to the container, and then either use GetObjectsUnderPoint and check for your object or do a hit test and see if the mouse position is over your intended object.
The hit test would look something like this !this.YourPhoto.hitTestPoint(stage.mouseX, stage.mouseY, false)
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If I understand your problem, this handy class should solve it:
http://www.mosessupposes.com/utilities/InteractivePNG.html
Take a look at what senocular does here, specifically in the handleUpdate method. Basically: getting a list of everything under the mousePoint to find your object.
I think I stumbled upon similar problem, although in as2.
In flash when you position movie clip over movie clip, and the movie clip on the top has any mouse events implemented, it captures all mouse events so they never reach occluded movie clip.
The solution is not to have any mouse events for the top movie clip and have the movie clip positioned at the bottom capture mouse event and redirect some of them to the top movie clip (you can check mouse position with hitTest to determine if they should be redirected).
i had a strange bug i used;
movieClip.mouseEnabled = false;
but wasn't working for some reason.. was driving me crazy!! as i have used it so many times before. tried lots of different things nothing worked then i deleted the MovieClip and the created a new one and worked.. so the MovieClip's contents must have been corrupt or something as it had a old dynamic Text Area box embedded within the MovieClip.
hope this helps someone out there..