thats the way CollsionMap.as works. It handles multiple colors
but do not handle the reaction, it remains custom for this class.
I got distracted by other stuffs, but the idea is (one day) to add
some basic reactions to it...
Fabrice
On Nov 9, 2009, at 10:31 PM, wsvdmeer wrote:
I'm working on this project for about 2 weeks now i first used the
collisionExample.fla but if i needed to adjust the map i couldnt get
it working properly.
My class uses a simple bitmap and checks for the color.
The calculations are the same as in the collisionExample.fla but
instead of checking the collision of the camera i'm checking the
collision of the dot on the map :).
If there is a collision i dispatch a custom event and reset the
camera/
cone/2d player to the old position.
You can find the UserMap and CollisionEvent classes here :http://
labs.speak.nl/3d/away3d/demo14/src/collision.rar
It's used like this:
//CREATE MAP
var userMap:UserMap = new UserMap(yourmapbitmapdata);
this.addChild(userMap);
userMap.addEventListener(CollisionEvent.COLLISION,onCollision,false,
0,true);
//RENDER ON ENTERFRAME
private var render(event:Event):void{
var xpos:Number = (camera.x / (envWidth / userMap.width)) +
userMap.width / 2;
var ypos:Number = -(camera.z / (envHeight / userMap.height)) +
userMap.height / 2;
var playerPoint:Point = new Point(xpos, ypos);
userMap.position = playerPoint
}
//COLLISION
private function onCollision(event:CollisionEvent):void {
trace("collision")
}
On 9 nov, 22:02, ColouredFunk <colouredf...@googlemail.com> wrote:
Wow that must have taken ages! I've been pulling my hair out over
this. Have you checked out the collisionmapExample.fla in the files?
It's got some good easy collision detection on it. I've tried it and
it works well, apart from the fact I can't get it to resolve the
camera position after a collision....!! :s
On Monday, November 9, 2009, dp <mrdavepen...@googlemail.com> wrote:
I did it purely through trial and error, making an adjustment to the
image, loading it up and checking the collision. I'm sure there must
be a better way though.
On Nov 9, 5:49 pm, ColouredFunk <colouredf...@googlemail.com> wrote:
How so you debug it though as you can't see how it's using the
map..?
On Monday, November 9, 2009, dp <mrdavepen...@googlemail.com>
wrote:
Yeah, I've adapted it for a couple of examples. I too had problems
with it crashing, I seem to remember just rotating the image
solved
that problem. Then once it is loading keep making adjustments to
the
image until it works well with your floorplan
On Nov 9, 5:27 pm, ColouredFunk <colouredf...@googlemail.com>
wrote:
Hey Davivd,
I'm trying to adopt the collision detection from the frustum
hotel
example too, did you have any luck changing it for different room
positions/sizes..
It keeps on crashing out on me when I try and change anything
on it..
Thanks in advance
On Monday, November 9, 2009, dp <mrdavepen...@googlemail.com>
wrote:
Thanks for those suggestions, both could be suitable for the
job. Do
you know if it possible to import my 3ds mesh into JigLibFlash
and
have it produce the equivalent, or would I need to code a
representation of it using the primitives?
On Nov 6, 2:10 pm, Li <paleblue...@gmail.com> wrote:
You could plug JigLibFlash to Away3D. It is a 3D physics
engine and it can
manage collisions between cubes, spheres, cylinders, etc. For
every mesh
that you want to be physically active, you'll need to produce
an equivalent
in the physics engine. From there on JigLibFlash relates them
to each other.
I also made an article about simple bounding box collision
detectionhttp://www.lidev.com.ar/?p=295
but it does not resolve collisions, simply detects them. If
you feel like
developing though, you could see how to make the response.