Reputation: 375
At first, when I ran the movie, I thought hitTestObject was straight up not working. However, when I tinkered a little, I saw that the code only worked if the player( mcMain ) was touching the wall when the movie started running.
I want "yes" to trace every time the player touches the wall, but if the player is not touching the wall from the get-go, moving into it does nothing.
Someone please help.
Source code(hitTestObject method call is at the very bottom.)
//whether or not the main guy is jumping
var mainJumping:Boolean = false;
//how quickly should the jump start off
var jumpSpeedLimit:int = 15;
//the current speed of the jump;
var jumpSpeed:Number = jumpSpeedLimit;
//jumping function
function mainJump():void{
//if main isn't already jumping
if(!mainJumping){
//then start jumping
mainJumping = true;
jumpSpeed = jumpSpeedLimit*-1;
mcMain.y += jumpSpeed;
} else {
//then continue jumping if already in the air
//crazy math that I won't explain
if(jumpSpeed < 0){
jumpSpeed *= 1 - jumpSpeedLimit/75;
if(jumpSpeed > -jumpSpeedLimit/5){
jumpSpeed *= -1;
}
}
if(jumpSpeed > 0 && jumpSpeed <= jumpSpeedLimit){
jumpSpeed *= 1 + jumpSpeedLimit/50;
}
mcMain.y += jumpSpeed;
//if main hits the floor, then stop jumping
//of course, we'll change this once we create the level
if(mcMain.y >= stage.stageHeight - mcMain.height){
mainJumping = false;
mcMain.y = stage.stageHeight - mcMain.height;
}
}
}
//These variables will note which keys are down
//We don't need the up or down key just yet
//but we will later
var leftKeyDown:Boolean = false;
var upKeyDown:Boolean = false;
var rightKeyDown:Boolean = false;
var downKeyDown:Boolean = false;
//the main character's speed
var mainSpeed:Number = 7;
//adding a listener to mcMain which will make it move
//based on the key strokes that are down
mcMain.addEventListener(Event.ENTER_FRAME, moveChar);
function moveChar(event:Event):void{
//if certain keys are down then move the character
if(leftKeyDown){
mcMain.x -= mainSpeed;
}
if(rightKeyDown){
mcMain.x += mainSpeed;
}
if(upKeyDown || mainJumping){
mainJump();
}
}
//listening for the keystrokes
//this listener will listen for down keystrokes
stage.addEventListener(KeyboardEvent.KEY_DOWN, checkKeysDown);
function checkKeysDown(event:KeyboardEvent):void{
//making the booleans true based on the keycode
//WASD Keys or arrow keys
if(event.keyCode == 65){
leftKeyDown = true;
}
if(event.keyCode == 87){
upKeyDown = true;
}
if(event.keyCode == 68){
rightKeyDown = true;
}
if(event.keyCode == 83){
downKeyDown = true;
}
}
//this listener will listen for keys being released
stage.addEventListener(KeyboardEvent.KEY_UP, checkKeysUp);
function checkKeysUp(event:KeyboardEvent):void{
//making the booleans false based on the keycode
if(event.keyCode == 65){
leftKeyDown = false;
}
if(event.keyCode == 87){
upKeyDown = false;
}
if(event.keyCode == 68){
rightKeyDown = false;
}
if(event.keyCode == 83){
downKeyDown = false;
}
}
if(mcMain.hitTestObject(wall1)){
trace("yes");
}
Upvotes: 0
Views: 112
Reputation: 315
In the code you posted, it looks like your hitTest code is not in any kind of function. It probably should be in a function that is checked every time the player moves. Like so:
function checkHitWall():void{
if(mcMain.hitTestObject(wall1)){
trace("yes");
}
}
.....
function moveChar(event:Event):void{
//if certain keys are down then move the character
if(leftKeyDown){
mcMain.x -= mainSpeed;
}
if(rightKeyDown){
mcMain.x += mainSpeed;
}
if(upKeyDown || mainJumping){
mainJump();
}
checkHitWall();
}
Upvotes: 1