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05.08.2004 at 11:12AM PDT, ID: 20982640
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Flash Game + Collision of two cars

Tags: flash, game, collision
I am new to actionscript, and am trying to get a collision between two cars,  I have the movement of the cars working, and am trying to detect if they collide, I would then like to have the cars react to the collision.  Here is what i have so far, i am not getting any values going into the collisiondetection function.  Please help.

This is what i have so far

StageWidth = 600;
StageHeight = 400;
function moveCar1() {
      // Make the starting position of the car
      this._x = this.x=0;
      this._y = this.y=0;
      // Velocity of car
      this.xvelocity = this.yvelocity=0;
      // Tire Speed
      this.tspeed = 0;
      // Angle of car
      this.angle = 0;
      // The friction acting on the tires from the ground
      this.tfriction = .15;
      // This determines the angle that the car is steering
      this.steering = 0;
      this.onEnterFrame = function() {
            // This determines what these variables do
            keyLeft = Key.isDown(Key.LEFT);
            keyRight = Key.isDown(Key.RIGHT);
            //the reason why these two are not capitilized any is because "keyUp" and"keyDown" are commands in flash
            keyup = Key.isDown(Key.UP);
            keydown = Key.isDown(Key.DOWN);
            // By pushing on certain keys, you get acceleration and decceleration
            if (keyup) {
                  this.tspeed += 1;
            }
            if (keydown) {
                  this.tspeed -= 1.5;
                  if (this.tspeed<-7.5) {
                        this.tspeed = -7.5;
                  }
            }
            // Friction from ground; this can be any small number so that the car doesn't keep going
            // if a key isn't pressed
            this.tspeed *= .90;
            // Velocity Change
            idealxvelocity = this.tspeed*Math.cos(this.angle*Math.PI/180);
            idealyvelocity = this.tspeed*Math.sin(this.angle*Math.PI/180);
            // By taking the difference between the current velocity and ideal velocity,
            // you get the actual velocity
            // When you apply the friction, you get the actual velocities.
            this.xvelocity += ((idealxvelocity-this.xvelocity)*this.tfriction);
            this.yvelocity += ((idealyvelocity-this.yvelocity)*this.tfriction);
            // By adding the velocities, you can get the new x and y positions
            this.x += this.xvelocity;
            this.y += this.yvelocity;
            // By pushing the Left and Right keys, the car steers in that direction
            if (keyLeft || keyRight) {
                  this.steering += (keyRight-keyLeft);
            } else {
                  // When you let go of the Left and Right keys, the car goes back to going straight
                  this.steering += ((this.steering<0)-(this.steering>0));
            }
            // You want to make sure that when you steer that it doesn't start turning faster and faster
            if (this.steering<-10) {
                  this.steering = -10;
            }
            if (this.steering>10) {
                  this.steering = 10;
            }
            // Now you can make the car turn based on actual speed and turning angle
            actualSpeed = Math.sqrt((this.xvelocity*this.xvelocity)+(this.yvelocity*this.yvelocity));
            this.angle += ((this.steering*actualSpeed)*.15);
            this._angle = (this.angle+360)%360-180;
            
            // Hit outside
            if (this.x>=StageWidth) {
                  trace("Hit Wall");            
            }
            
            if (this.x<0) {
                  trace("Hit Wall");      
            }
            //if (this.x<=10) {
                  //this.x = 10;
            //}
            if (this.y>=StageHeight) {
                  trace("Hit Wall");
            }
            
            if (this.y<0) {
                  trace("Hit Wall");
            }
            
            //if (this.y<=-10) {
                  //this.y = -10;
            //}
            // You need to update the angles from radians to degrees so that it can turn
            this._rotation = this.angle+90;
            this._x = this.x;
            this._y = this.y;
            
      };
}

function moveCar2() {
      // Make the starting position of the car
      this._x = this.x=0;
      this._y = this.y=50;
      // Velocity of car
      this.xvelocity = this.yvelocity=0;
      // Tire Speed
      this.tspeed = 0;
      // Angle of car
      this.angle = 0;
      // The friction acting on the tires from the ground
      this.tfriction = .15;
      // This determines the angle that the car is steering
      this.steering = 0;
      this.onEnterFrame = function() {
            // This determines what these variables do
            keyLeft2 = Key.isDown(65);
            keyRight2 = Key.isDown(68);
            //the reason why these two are not capitilized any is because "keyUp" and"keyDown" are commands in flash
            keyup2 = Key.isDown(87);
            keydown2 = Key.isDown(83);
            // By pushing on certain keys, you get acceleration and decceleration
            if (keyup2) {
                  this.tspeed += 1;
            }
            if (keydown2) {
                  this.tspeed -= 1.5;
                  if (this.tspeed<-7.5) {
                        this.tspeed = -7.5;
                  }
            }
            // Friction from ground; this can be any small number so that the car doesn't keep going
            // if a key isn't pressed
            this.tspeed *= .90;
            // Velocity Change
            idealxvelocity = this.tspeed*Math.cos(this.angle*Math.PI/180);
            idealyvelocity = this.tspeed*Math.sin(this.angle*Math.PI/180);
            // By taking the difference between the current velocity and ideal velocity,
            // you get the actual velocity
            // When you apply the friction, you get the actual velocities.
            this.xvelocity += ((idealxvelocity-this.xvelocity)*this.tfriction);
            this.yvelocity += ((idealyvelocity-this.yvelocity)*this.tfriction);
            // By adding the velocities, you can get the new x and y positions
            this.x += this.xvelocity;
            this.y += this.yvelocity;
            // By pushing the Left and Right keys, the car steers in that direction
            if (keyLeft2 || keyRight2) {
                  this.steering += (keyRight2-keyLeft2);
            } else {
                  // When you let go of the Left and Right keys, the car goes back to going straight
                  this.steering += ((this.steering<0)-(this.steering>0));
            }
            // You want to make sure that when you steer that it doesn't start turning faster and faster
            if (this.steering<-10) {
                  this.steering = -10;
            }
            if (this.steering>10) {
                  this.steering = 10;
            }
            // Now you can make the car turn based on actual speed and turning angle
            actualSpeed = Math.sqrt((this.xvelocity*this.xvelocity)+(this.yvelocity*this.yvelocity));
            this.angle += ((this.steering*actualSpeed)*.15);
            this._angle = (this.angle+360)%360-180;
            
            if (this.x>=StageWidth) {
                  this.x = StageWidth;
            }
            if (this.x<=5) {
                  this.x = 5;
            }
            if (this.y>=StageHeight) {
                  this.y = StageHeight;
            }
            if (this.y<=-10) {
                  this.y = -10;
            }
            
            // You need to update the angles from radians to degrees so that it can turn
            this._rotation = this.angle+90;
            this._x = this.x;
            this._y = this.y;
      };

}

function carTocarDetection(b1, b2) {
      //set the speed variables
      var xmov1 = b1.xmov;
      var ymov1 = b1.ymov;
      var xmov2 = b2.xmov;
      var ymov2 = b2.ymov;
      
      trace(xmov1)
      trace(xmov2)
      trace(ymov1)
      trace(ymov2)
      //set the position variables
      var xl1 = b1.xpos;
      var yl1 = b1.ypos;
      var xl2 = b2.xpos;
      var yl2 = b2.ypos;
      //define the constants
      var R = b1.radius+b2.radius;
      var a = -2*xmov1*xmov2+xmov1*xmov1+xmov2*xmov2;
      var b = -2*xl1*xmov2-2*xl2*xmov1+2*xl1*xmov1+2*xl2*xmov2;
      var c = -2*xl1*xl2+xl1*xl1+xl2*xl2;
      var d = -2*ymov1*ymov2+ymov1*ymov1+ymov2*ymov2;
      var e = -2*yl1*ymov2-2*yl2*ymov1+2*yl1*ymov1+2*yl2*ymov2;
      var f = -2*yl1*yl2+yl1*yl1+yl2*yl2;
      var g = a+d;
      var h = b+e;
      var k = c+f-R*R;
      //solve the quadratic equation
      var sqRoot = Math.sqrt(h*h-4*g*k);
      var t1 = (-h+sqRoot)/(2*g);
      var t2 = (-h-sqRoot)/(2*g);
      if (t1>0 && t1<=1) {
            var whatTime = t1;
            var carsCollided = true;
      }
      if (t2>0 && t2<=1) {
            if (whatTime == null || t2<t1) {
                  var whatTime = t2;
                  var carsCollided = true;
            }
      }
      if (carsCollided) {
            trace("Cars Collided");
            //Collision has happened, so throw a trace
            //car2carReaction(b1, b2, xl1, xl2, yl1, yl2, whatTime);
      }else{
            trace("No Collision")
      }      
}


car1.onEnterFrame = moveCar1;
car2.onEnterFrame = moveCar2;

this.onEnterFrame = function() {
      carTocarDetection(game.car1, game.car2);
}
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Question Stats
Zone: Programming
Question Asked By: dkilby
Solution Provided By: d0zerz
Participating Experts: 1
Solution Grade: A
Views: 58
Translate:
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05.12.2004 at 08:49AM PDT, ID: 11051258

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06.03.2004 at 09:25AM PDT, ID: 11224396

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05.12.2004 at 08:49AM PDT, ID: 11051258
try changing
this.onEnterFrame = function() {
     carTocarDetection(game.car1, game.car2);
}

to:

this.onEnterFrame = basicHitTest();

function basicHitTest() {
    if (game.car1.hitTest(game.car2)) {
        trace("hit");
    }
}

It's been awhile since I wrote actionscript but it looks like you're doing more work than you need to.  Flash has built in collision detection with the .hitTest function....this may have changed depending on which version of flash you're using.  
Accepted Solution
 
06.03.2004 at 09:25AM PDT, ID: 11224396
No comment has been added to this question in more than 21 days, so it is now classified as abandoned.

I will leave the following recommendation for this question in the Cleanup topic area:
   Accept: d0zerz {http:#11051258}

Any objections should be posted here in the next 4 days. After that time, the question will be closed.

Venabili
EE Cleanup Volunteer
 
 
20080236-EE-VQP-29