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		<title>Borne Games Forum &#187; Tag: HitTest - Recent Posts</title>
		<link>http://www.bornegames.com/forum/tags/hittest</link>
		<description>Borne Games Forum &#187; Tag: HitTest - Recent Posts</description>
		<language>en-US</language>
		<pubDate>Wed, 19 Jun 2013 23:53:03 +0000</pubDate>
		<generator>http://bbpress.org/?v=1.1</generator>
				<atom:link href="http://www.bornegames.com/forum/rss/tags/hittest" rel="self" type="application/rss+xml" />

		<item>
			<title>redligot2009 on "Complex hitTesting"</title>
			<link>http://www.bornegames.com/forum/topic/complex-hittesting/page/2#post-119933</link>
			<pubDate>Mon, 16 Apr 2012 13:55:48 +0000</pubDate>
			<dc:creator>redligot2009</dc:creator>
			<guid isPermaLink="false">119933@http://www.bornegames.com/forum/</guid>
			<description><![CDATA[<p>lol obviously he made a typing error xD
</p>]]></description>
					</item>
		<item>
			<title>jesus_minime on "Complex hitTesting"</title>
			<link>http://www.bornegames.com/forum/topic/complex-hittesting#post-119929</link>
			<pubDate>Mon, 16 Apr 2012 06:07:13 +0000</pubDate>
			<dc:creator>jesus_minime</dc:creator>
			<guid isPermaLink="false">119929@http://www.bornegames.com/forum/</guid>
			<description><![CDATA[<blockquote><p><cite>LifeInAnEgg <a href="//www.bornegames.com/forum/topic/complex-hittesting#post-119891&#34;">said</a>:</cite><br />
You&#039;re getting a bit off topic, here is the code that I use (on frame 1 of the character_mc timeline:<br />
<code><br />
<pre><code>r</code></pre>
</code></p>
<p>Hope this helps
</p></blockquote>
<p>Holy dang, that&#039;s an awfully efficient language. Just the letter &#34;r&#34; does all your hit testing for you?
</p>]]></description>
					</item>
		<item>
			<title>LifeInAnEgg on "Complex hitTesting"</title>
			<link>http://www.bornegames.com/forum/topic/complex-hittesting#post-119891</link>
			<pubDate>Thu, 12 Apr 2012 19:27:58 +0000</pubDate>
			<dc:creator>LifeInAnEgg</dc:creator>
			<guid isPermaLink="false">119891@http://www.bornegames.com/forum/</guid>
			<description><![CDATA[<p>You&#039;re getting a bit off topic, here is the code that I use (on frame 1 of the character_mc timeline:<br />
<code><br />
<pre><code>r</code></pre>
</code></p>
<p>Hope this helps
</p>]]></description>
					</item>
		<item>
			<title>offtopic on "Complex hitTesting"</title>
			<link>http://www.bornegames.com/forum/topic/complex-hittesting#post-119679</link>
			<pubDate>Tue, 03 Apr 2012 06:50:40 +0000</pubDate>
			<dc:creator>offtopic</dc:creator>
			<guid isPermaLink="false">119679@http://www.bornegames.com/forum/</guid>
			<description><![CDATA[<p>You know what? I&#039;m tired of shotguns,<a href="http://www.youtube.com/watch?v=fJW9dZUzsD8&#38;feature=related"> here&#039;s</a> a good song instead
</p>]]></description>
					</item>
		<item>
			<title>jesus_minime on "Complex hitTesting"</title>
			<link>http://www.bornegames.com/forum/topic/complex-hittesting#post-119676</link>
			<pubDate>Tue, 03 Apr 2012 05:26:59 +0000</pubDate>
			<dc:creator>jesus_minime</dc:creator>
			<guid isPermaLink="false">119676@http://www.bornegames.com/forum/</guid>
			<description><![CDATA[<p>Dang, I was going to go through and explain how I do complex hitTesting and be all helpful and stuff, but then I saw this stupid bump deal. I feel dumb now.
</p>]]></description>
					</item>
		<item>
			<title>AJ32 on "Complex hitTesting"</title>
			<link>http://www.bornegames.com/forum/topic/complex-hittesting#post-119641</link>
			<pubDate>Mon, 02 Apr 2012 18:02:31 +0000</pubDate>
			<dc:creator>AJ32</dc:creator>
			<guid isPermaLink="false">119641@http://www.bornegames.com/forum/</guid>
			<description><![CDATA[<p>Thanks for bumping this thread! Our planet became a better place to live once more.
</p>]]></description>
					</item>
		<item>
			<title>robinhudda123 on "Complex hitTesting"</title>
			<link>http://www.bornegames.com/forum/topic/complex-hittesting#post-119633</link>
			<pubDate>Mon, 02 Apr 2012 09:01:43 +0000</pubDate>
			<dc:creator>robinhudda123</dc:creator>
			<guid isPermaLink="false">119633@http://www.bornegames.com/forum/</guid>
			<description><![CDATA[<p>Thanks for sharing this post with us ....
</p>]]></description>
					</item>
		<item>
			<title>redligot2009 on "Complex hitTesting"</title>
			<link>http://www.bornegames.com/forum/topic/complex-hittesting#post-119012</link>
			<pubDate>Wed, 07 Mar 2012 11:32:17 +0000</pubDate>
			<dc:creator>redligot2009</dc:creator>
			<guid isPermaLink="false">119012@http://www.bornegames.com/forum/</guid>
			<description><![CDATA[<p>Well, Let it rest in peace my friends...
</p>]]></description>
					</item>
		<item>
			<title>ICARAX on "Complex hitTesting"</title>
			<link>http://www.bornegames.com/forum/topic/complex-hittesting#post-118996</link>
			<pubDate>Tue, 06 Mar 2012 21:26:19 +0000</pubDate>
			<dc:creator>ICARAX</dc:creator>
			<guid isPermaLink="false">118996@http://www.bornegames.com/forum/</guid>
			<description><![CDATA[<p>LOL at whoever this is.
</p>]]></description>
					</item>
		<item>
			<title>WJUK on "Complex hitTesting"</title>
			<link>http://www.bornegames.com/forum/topic/complex-hittesting#post-118991</link>
			<pubDate>Tue, 06 Mar 2012 18:02:38 +0000</pubDate>
			<dc:creator>WJUK</dc:creator>
			<guid isPermaLink="false">118991@http://www.bornegames.com/forum/</guid>
			<description><![CDATA[<p>I removed the posts as spam for now, even though it looked like he/she actually sorta read the posts.
</p>]]></description>
					</item>
		<item>
			<title>AJ32 on "Complex hitTesting"</title>
			<link>http://www.bornegames.com/forum/topic/complex-hittesting#post-118990</link>
			<pubDate>Tue, 06 Mar 2012 17:22:17 +0000</pubDate>
			<dc:creator>AJ32</dc:creator>
			<guid isPermaLink="false">118990@http://www.bornegames.com/forum/</guid>
			<description><![CDATA[<p>It&#039;s fun... and it&#039;s annoying!</p>
<p>Maybe I should also start with that.
</p>]]></description>
					</item>
		<item>
			<title>offtopic on "Complex hitTesting"</title>
			<link>http://www.bornegames.com/forum/topic/complex-hittesting#post-118984</link>
			<pubDate>Tue, 06 Mar 2012 16:00:42 +0000</pubDate>
			<dc:creator>offtopic</dc:creator>
			<guid isPermaLink="false">118984@http://www.bornegames.com/forum/</guid>
			<description><![CDATA[<p>Any particular reason for bumping five 3-4 year old topics?
</p>]]></description>
					</item>
		<item>
			<title>DrNeroCF on "HitTest Problems"</title>
			<link>http://www.bornegames.com/forum/topic/hittest-problems#post-15566</link>
			<pubDate>Thu, 04 Dec 2008 21:58:38 +0000</pubDate>
			<dc:creator>DrNeroCF</dc:creator>
			<guid isPermaLink="false">15566@http://www.bornegames.com/forum/</guid>
			<description><![CDATA[<p>Interestingly enough, my collision is NOTHING like anything in those tutorials, I really wouldn't even know where to begin if I wanted to implement a tile system like that, but I was looking over that site before, and saw something on there that 'inspired' the code that I use to make the shell roll off of edges, instead of floating over them until it fell off like it used to.
</p>]]></description>
					</item>
		<item>
			<title>Chade on "HitTest Problems"</title>
			<link>http://www.bornegames.com/forum/topic/hittest-problems#post-15552</link>
			<pubDate>Thu, 04 Dec 2008 13:30:58 +0000</pubDate>
			<dc:creator>Chade</dc:creator>
			<guid isPermaLink="false">15552@http://www.bornegames.com/forum/</guid>
			<description><![CDATA[<blockquote><p><a href="http://www.harveycartel.org/metanet/tutorials/tutorialA.html" rel="nofollow">http://www.harveycartel.org/metanet/tutorials/tutorialA.html</a><br />
They know a way to do 'perfect' hitTesting, but it's hard as hell...<br />
And about your issue, Chad is rite, methinx.</p>
</blockquote>
<p>The vectors, they burn &#60;_&#60;. I really should try and get my head around them soon since I'm studying a games course at university XD</p>
<p>As for the shell clips, are you talking about how elements inside a MC have their own x and y coordinates with respect to their parent movieclip? And how calling the _x property of that nested MC will return the same value even if you move the parent MC?</p>
<p>You could always use the function localToGlobal to change the local x and y coordinates of a nested movieclip to global ones.</p>
<p>If that's not what you mean by shell clips, then ignore that  <img src='http://www.bornegames.com/blog/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> 
</p>]]></description>
					</item>
		<item>
			<title>DrNeroCF on "HitTest Problems"</title>
			<link>http://www.bornegames.com/forum/topic/hittest-problems#post-15549</link>
			<pubDate>Thu, 04 Dec 2008 06:19:19 +0000</pubDate>
			<dc:creator>DrNeroCF</dc:creator>
			<guid isPermaLink="false">15549@http://www.bornegames.com/forum/</guid>
			<description><![CDATA[<p>Hittesting is NOTHING compared to how awful Flash is with image rendering.  The only code that doesn't run fine in Flash is crazy varlet physics (and even then I've seen it do pretty well).</p>
<p>Keeping stuff in clips is a good idea, especially when you can hitTest for those shell clips, but NEVER move those shell clips.</p>
<p>Move root, then set your HUD to -_root._x.  Well, have a rootX value (_root._x and _y seem to slow everything down if you're calculating or tracing them), do your calculations on that first, and then set _root._x to rootX and HUD._x to -rootX.
</p>]]></description>
					</item>
		<item>
			<title>VideoGuy on "HitTest Problems"</title>
			<link>http://www.bornegames.com/forum/topic/hittest-problems#post-15515</link>
			<pubDate>Tue, 02 Dec 2008 03:49:35 +0000</pubDate>
			<dc:creator>VideoGuy</dc:creator>
			<guid isPermaLink="false">15515@http://www.bornegames.com/forum/</guid>
			<description><![CDATA[<p>Yes, the shapeflag is set to true. The code I used was something like this:</p>
<blockquote><p>
with (_root.enemies.enemy1) {<br />
if (_root.lev.plat.hitTest(_x, _y, true)) {<br />
stuff<br />
}}
</p></blockquote>
<p><em>That's not the exact code I used, so if there's a typo, just ignore it.</em></p>
<p>I've read that hitTesting is not very CPU friendly, which really sucks because it's like the most used function in Flash (you know, besides stop() and play() ). You'd think they would've done something about that. And Nyubis, doing anything perfectly is hard as hell. <img src='http://www.bornegames.com/blog/wp-includes/images/smilies/icon_mrgreen.gif' alt=':mrgreen:' class='wp-smiley' /> </p>
<p>I figured it was something like the _x and _y positions is different if it's in a shell clip, but I wasn't sure.</p>
<p>So you say to move the root? That mean I would have to move my character, health meter, etc in the opposite direction as the level? And then put all the enemies on the root, right? That would be a change for me, since I like to keep everything organized, with everything in one clip, categorized into separate clips based on types. But if that's what I need to get it working, I can do that.
</p>]]></description>
					</item>
		<item>
			<title>DrNeroCF on "HitTest Problems"</title>
			<link>http://www.bornegames.com/forum/topic/hittest-problems#post-15513</link>
			<pubDate>Tue, 02 Dec 2008 03:02:24 +0000</pubDate>
			<dc:creator>DrNeroCF</dc:creator>
			<guid isPermaLink="false">15513@http://www.bornegames.com/forum/</guid>
			<description><![CDATA[<p>Bah, that's why I have a game development forum  <img src='http://www.bornegames.com/blog/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> </p>
<p>Don't move your shell clips, move your root.  When you move a shell clip, the values of the stuff that's inside stay the same, but the positions are different.  You would have to hittest _x + _parent._x (or something like that) to hitTest the correct point, but I wouldn't bother with that until you're REALLY comfortable with the concept of shell clips.
</p>]]></description>
					</item>
		<item>
			<title>Nyubis on "HitTest Problems"</title>
			<link>http://www.bornegames.com/forum/topic/hittest-problems#post-15510</link>
			<pubDate>Mon, 01 Dec 2008 20:43:53 +0000</pubDate>
			<dc:creator>Nyubis</dc:creator>
			<guid isPermaLink="false">15510@http://www.bornegames.com/forum/</guid>
			<description><![CDATA[<p><a href="http://www.harveycartel.org/metanet/tutorials/tutorialA.html" rel="nofollow">http://www.harveycartel.org/metanet/tutorials/tutorialA.html</a><br />
They know a way to do 'perfect' hitTesting, but it's hard as hell...</p>
<p>And about your issue, Chad is rite, methinx.
</p>]]></description>
					</item>
		<item>
			<title>Chade on "HitTest Problems"</title>
			<link>http://www.bornegames.com/forum/topic/hittest-problems#post-15501</link>
			<pubDate>Sun, 30 Nov 2008 22:42:56 +0000</pubDate>
			<dc:creator>Chade</dc:creator>
			<guid isPermaLink="false">15501@http://www.bornegames.com/forum/</guid>
			<description><![CDATA[<p>Did you set the last parameter of the hitTest for the platforms as "true" ? Can't remember what its called, shape flagging or something. That causes whatever MC its hitTesting with to test what's INSIDE the platform MC, rather than it's bounding box.</p>
<p>Or it could be you've got something very small and very far away inside the enemy MC making it's bounding box a lot larger than it should be?</p>
<p>I've always seen hitTesting as one area that flash fails epically in. That shape flagging thing seems to make CPU usage go through the roof &#60;_&#60;
</p>]]></description>
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			<title>VideoGuy on "HitTest Problems"</title>
			<link>http://www.bornegames.com/forum/topic/hittest-problems#post-15493</link>
			<pubDate>Sun, 30 Nov 2008 20:10:56 +0000</pubDate>
			<dc:creator>VideoGuy</dc:creator>
			<guid isPermaLink="false">15493@http://www.bornegames.com/forum/</guid>
			<description><![CDATA[<p><em>Sorry I've been posting so many game development threads here, but this one has nothing to do with scrolling gigantic levels, I promise.</em></p>
<p>I'm trying to code an enemy that's affected by gravity, but for some reason the hitTesting is way off. The way I have everything set up is one MC that holds all the level stuff including the enemies, a MC in that containing the platforms, and another MC in the main one that contains all the enemies. Then I move the main level MC around to create character movement. </p>
<p>When I try to test the enemies against the platforms, the hitTest returns true even when the platforms and the enemy aren't even close to each other. Has anyone else had this problem with hitTesting?
</p>]]></description>
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