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

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.

Related

AS3 collision detection in an object itself

I´m programing a space ship side scroll in as3. The bottom of the stage are mountains and here comes the problem, when I try to detect the ship collision against the mountains..
Because the poor collision detection and the need of avoid large loops my idea is create an object that works as a collider itself detecting a collision and avoiding parse all the stage or more selective metod.
I place "by hand" in the flash stage several instances of circles with a class for manage them where I place the If(this.collider.hits(ship)....
I spent looong time but I can find the way to make it work some of the mistakes i get are like this
Error 1061: Call to a possibly undefined method hitTestObject through a reference with static type Class.
some Idea? Thanks in advance
when you hit test with points it is important that the point being tested is relative to the object being tested against, eg
if(mountain.hitTestPoint(this.x + circle1.x, this.y + circle1.y))
will return true if the circles are inside the object calling the function because their position relative to the mountain is now relative to it rather then relative to the ships xy position within the clip... hope that makes sense.
btw I have done this myself in the past but I would have to remind you that you can only hit test with the points so there is no need to have circles, use blank sprites instead and set the visible flag in the properties panel to false, no drawing will make it slightly faster... not that you will notice, also sprites/graphics use less memory then movie clips.
also I would recommend hard coding some points in the clips rather then actually adding the clips in the sprite/clip itself, this will make it easier to work with them and scale later on (believe me this will annoy the hair from your head to do something later and slow the game to scale on the fly)
try something like this... you can determine the points values by adding a clip to the movie clip and getting its position from the properties if you must.
private var hitPoints:Vector.<Point> = new Vector.<Point>
hitPoints.push(new Point(10, 40));
hitPoints.push(new Point(30, 40));
//...do this for all your points
//loop through all your points and check if the hit relative to the ships position.
for(var i:int = 0; i < hitPoints.length; i++)
{
if (scene.hitTestPoint(ship.x + hitPoints[i].x, ship.y + hitPoints[i].y))
{
//do your hit stuff here
break;//don't forget to break
}
}
in this code you will need to make sure the scene object is a reference to your scenery at the bottom of the screen.
I hope this helps but if this is not enough help then you should post some of your code here so we can have a look and see where it can be improved.

Actionscript 3: Drawing lines and bitmaps the right way

I'm just getting started with Flash/ActionScript and it seems to be the general consensus to create Sprites, Bitmaps, MovieClips, etc for various objects in order to represent pictures and other graphics.
However, the way I'm used to writing games and whatnot in other languages is to just loop repeatedly and each frame use something similar to the Graphics object to redraw the scene on the main Sprite. Is this how it's also done in Flash, and is it good practice? I can do it this way, but I'm wondering if there's some Flash ecosystem standard instead.
Here's an example of the way I'm used to:
public class MyApp extends Sprite
{
public function MyApp()
{
var t:Timer = new Timer(20);
t.addEventListener(TimerEvent.TIMER, update);
t.start();
}
public function update(e:TimerEvent)
{
this.graphics.clear();
//Rendering code and updating of objects.
}
}
Is this acceptable?
Well, it depends.
In Flash, you have the option of relying on the Flash Player's vector rasterizer and rendering system, which will figure out all the redrawing for you. For instance, you can draw once to a Sprite then simply apply transforms to the sprite (set x, y, width, height, rotation, scaleX, scaleY, transform.matrix, transform.colorTransform, etc). Any of these objects could be a vector shape or a bitmap, and you can also use cacheAsBitmap and cacheAsBitmapMatrix for even more redraw optimization. The Flash Player will only redraw areas that change, on the frame that they change. I would consider this the traditional "Flash way".
Using the Graphics API is just a programmatic way to create vector shape data. Think of it as a code alternative to drawing in the Flash IDE. You could draw using Graphics once when the object is created, or if you needed to change the actual shape (ie not just the transform) you are correct that you would clear() and redraw it. However, ideally you would not be doing that a lot. If you find yourself redrawing the shape a lot, you might want to move to a pre-rendered sprite-sheet approach. In that case you use BitmapData to more quickly copy pre-drawn pixel data to a Bitmap object. This is generally faster than relying on the vector rasterizer to render your Graphics commands, as long as you use the fast pixel methods like copyPixels(). This is probably closer to the sort of rendering systems you are used to in other platforms that don't have a vector rasterizer built in.
Lastly, it's worth noting that the newest (and fastest) way to render objects in Flash is completely different than all that. It's called Stage3D and it uses a completely different rendering pipeline than the vector rasterizer. It's powered by GPU rendering APIs, so it's blazing fast (great for games) but has no vector rasterizing abilities. It can be used for both 3D and 2D. It's a bit more involved to work with, but there are some useful frameworks to make it easier, most notably the Starling 2D framework.
Hope that helps.
The "Flash way" is to use EnterFrame event instead of using timer to draw. You must make your calculation whenever you want but let flash draw you scene.
It works the same way in actionscript.
public class App extends Sprite // adding "my" to identifier names doesn't add any information, so there's no real point in doing it
{
public function App()
{
addEventListener(Event.ENTER_FRAME, update); // "each frame"
}
private function update(e:Event):void //not just parameters of functions have a type, but also their return value
{
graphics.clear(); // no need for "this" here
//Rendering code and updating of objects.
}
}
Keep in mind that the Graphics API is vector based and as such will only draw so many things before dropping performance.
Sprite is a general purpose container, not to be confused with what the term "sprite" stands for in a sprite sheet.
What you are probably referring to when saying "main Sprite" is some rectangular region of pixels that you can manipulate.In this case, a BitmapData is what you want, which is displayed with a Bitmap object.
BitmapData does not offer a graphics property. Essentially, drawing vectors and manipulating pixels are treated separately in As3. If you want to draw a line in a BitmapData object, you'd have to first draw the line as a vector into a Sprite (or better Shape, if all you want to do is draw on it) using its graphics property, then use draw() of BitmapData to set its pixels according to the drawn line.

hitTestPoint with 'shapeFlag=true' doesn't work in AS3

I simply added a sprite in AS3:
Sprite myspr = new Sprite();
myspr.addChild(mybitmap);
addChild(myspr);
Then I added an event. I did hitTestPoint for checking mouse is over my sprite or not.
stage.addEventListener(MouseEvent.MOUSE_MOVE, mouseCheck);
private function mouseCheck(evt:MouseEvent):void {
var xx:int = stage.mouseX;
var yy:int = stage.mouseY;
if(myspr.hitTestPoint(xx, yy, true)) {
...
// I'm checking mouse over here.
}
evt.updateAfterEvent();
}
Problem is: hitTestPoint gives true when mouse comes to full boundary box. But it should give true only if mouse comes on transparent isometric sprite.
Is there a solution for this, thanks in advance.
this should help. You need pixel perfect detection.
Actionscript 3 pixel perfect collision. How to? (learning purposes)
http://www.freeactionscript.com/2011/08/as3-pixel-perfect-collision-detection/
http://www.anotherearlymorning.com/2009/07/pixel-perfect-collision-detection-in-actionscript-3/
http://old.troygilbert.com/2009/08/pixel-perfect-collision-detection-revisited/
There's a few ways I usually do hit testing.
1) The easiest way is to use a an already made class that you can find online. Some people much smarter than me have created complex classes that allow for much better pixel to pixel interaction. The ones listed by Paras are all good. The problem with these is, for newer users, it can be hard to understand all the code and how to implement them. Usually it is simple once you understand what is going on though. You just replace your hit test with the class file and then enter in the correct arguments.
2) Another method is to actually go into the symbol, create a new layer, and then draw a rectangle(just turn the alpha down to 0%) where you want the hit test to work. This may seem like a stupid method, after all we are just confined to a square once again. BUT, it will actually work MUCH better than you'd expect. Just draw the square maybe slightly smaller than the height and width of your character you're detecting the hit test on, and you should be good to go. Give it an instance name (the hit square that is) and then just perform the hitTest with that square instead of the actual sprite. It works wonderfully and is a very simple solution. For what you're explaining though, this sounds like it might not work. This method is more from a gamer standpoint. It looks good when attacking and getting hit by enemies, but isn't necessarily exact. Also, if you want to do this with two characters (maybe a large attack hitting an enemy) simply draw a hit box for both sprites. This is probably a little more basic than using a pre-made pixel perfect hit detection test, but it works extremely well and takes only a few minutes.

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 :)

Mouse interaction with nested movieclips in Away3D

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.