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How do I detect if a certain object is touching a certain color?

New Here ,
Nov 02, 2017 Nov 02, 2017

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So basically I'm attempting to make a two player game:

1.png

One player is the circle the other is a square. I want the square to be the only thing that can go through the color red, but when it covers up the red:

2.png

The circle SHOULD be able to go through it. I thought that the easiest way to do this would be through detecting if the circle is touching a certain color (red) but I'm not sure how do that, if it is the best way.

Hopefully that made sense. Any help would be appreciated

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ActionScript

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correct answers 1 Correct answer

Community Expert , Nov 02, 2017 Nov 02, 2017

Hi!

I made a working example: https://goo.gl/LhKdeE

Here is the code:

import flash.display.MovieClip;

import flash.events.KeyboardEvent;

import flash.ui.Keyboard;

import flash.events.Event;

import flash.display.DisplayObject;

var friction:Number = 0.85;

var p1:Object =

{

     target:circle,

     upKey:Keyboard.W,

     rightKey:Keyboard.D,

     downKey:Keyboard.S,

     leftKey:Keyboard.A,

     upPressed:false,

     rightPressed:false,

     downPressed:false,

     leftPressed:false,

     keyForce:1,

     speedX:0,

    

...

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Community Expert ,
Nov 02, 2017 Nov 02, 2017

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Hi!

I made a working example: https://goo.gl/LhKdeE

Here is the code:

import flash.display.MovieClip;

import flash.events.KeyboardEvent;

import flash.ui.Keyboard;

import flash.events.Event;

import flash.display.DisplayObject;

var friction:Number = 0.85;

var p1:Object =

{

     target:circle,

     upKey:Keyboard.W,

     rightKey:Keyboard.D,

     downKey:Keyboard.S,

     leftKey:Keyboard.A,

     upPressed:false,

     rightPressed:false,

     downPressed:false,

     leftPressed:false,

     keyForce:1,

     speedX:0,

     speedY:0,

     maxSpeedX:10,

     maxSpeedY:10,

     color:"red"

};

var p2:Object =

{

     target:square,

     upKey:Keyboard.UP,

     rightKey:Keyboard.RIGHT,

     downKey:Keyboard.DOWN,

     leftKey:Keyboard.LEFT,

     upPressed:false,

     rightPressed:false,

     downPressed:false,

     leftPressed:false,

     keyForce:1,

     speedX:0,

     speedY:0,

     maxSpeedX:15,

     maxSpeedY:15,

     color:"red"

};

function keyHandler(e:KeyboardEvent):void

{

     if (e.type == KeyboardEvent.KEY_DOWN)

     {

          if (e.keyCode == p1.upKey)

               p1.upPressed = true;

          if (e.keyCode == p1.rightKey)

               p1.rightPressed = true;

          if (e.keyCode == p1.downKey)

               p1.downPressed = true;

          if (e.keyCode == p1.leftKey)

               p1.leftPressed = true;

          if (e.keyCode == p2.upKey)

               p2.upPressed = true;

          if (e.keyCode == p2.rightKey)

               p2.rightPressed = true;

          if (e.keyCode == p2.downKey)

               p2.downPressed = true;

          if (e.keyCode == p2.leftKey)

               p2.leftPressed = true;

     }

if (e.type == KeyboardEvent.KEY_UP)

     {

          if (e.keyCode == p1.upKey)

               p1.upPressed = false;

          if (e.keyCode == p1.rightKey)

               p1.rightPressed = false;

          if (e.keyCode == p1.downKey)

               p1.downPressed = false;

          if (e.keyCode == p1.leftKey)

               p1.leftPressed = false;

          if (e.keyCode == p2.upKey)

               p2.upPressed = false;

          if (e.keyCode == p2.rightKey)

               p2.rightPressed = false;

          if (e.keyCode == p2.downKey)

               p2.downPressed = false;

          if (e.keyCode == p2.leftKey)

               p2.leftPressed = false;

     }

}

function enterFrameHandler(e:Event):void

{

     movePlayer(p1);

     movePlayer(p2);

     checkCollision(p1.target, p2.target);

     checkCollision(p2.target, p1.target);

     if (div.colors.currentLabel != p2.color)

     {

          checkCollision(p1.target, div);

          checkCollision(p2.target, div);

     }

     else

     {

          if (!p2.target.hitTestObject(div))

               checkCollision(p1.target, div);

     }

}

function movePlayer(p:Object):void

{

     if (p.upPressed)

          p.speedY -= p.keyForce;

     if (p.rightPressed)

          p.speedX += p.keyForce;

     if (p.downPressed)

          p.speedY += p.keyForce;

     if (p.leftPressed)

          p.speedX -= p.keyForce;

     p.speedX *= friction;

     p.speedY *= friction;

     if (p.speedX > p.maxSpeedX)

          p.speedX = p.maxSpeedX;

     else if (p.speedX < -p.maxSpeedX)

          p.speedX = -p.maxSpeedX;

     if (p.speedY > p.maxSpeedY)

          p.speedY = p.maxSpeedY;

     else if (p.speedY < -p.maxSpeedY)

          p.speedY = -p.maxSpeedY;

     p.target.x += p.speedX;

     p.target.y += p.speedY;

}

function checkCollision(p:Object, obstacle:Object):void

{

     if (p.hitTestObject(obstacle))

     {

          // horizontal collisions

          if (p.x < obstacle.x - obstacle.width * 0.5 || p.x > obstacle.x + obstacle.width * 0.5)

          {

               if (p.x <= obstacle.x)

                    p.x = obstacle.x - p.width * 0.5 - obstacle.width * 0.5;

               else if (p.x > obstacle.x)

                    p.x = obstacle.x + p.width * 0.5 + obstacle.width * 0.5;

          }

          // vertical collisions

          else if (p.y < obstacle.y - obstacle.height * 0.5 || p.y > obstacle.y + obstacle.height * 0.5)

          {

               if (p.y <= obstacle.y)

                    p.y = obstacle.y - p.height * 0.5 - obstacle.height * 0.5;

               else if (p.y > obstacle.y)

                    p.y = obstacle.y + p.height * 0.5 + obstacle.height * 0.5;

          }

     }

}

stage.addEventListener(KeyboardEvent.KEY_DOWN, keyHandler);

stage.addEventListener(KeyboardEvent.KEY_UP, keyHandler);

stage.addEventListener(Event.ENTER_FRAME, enterFrameHandler);

Notice that I used frames to check for the colors.

I hope it helps!

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