Created
July 16, 2010 22:14
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var hitArray:Array = new Array(); | |
//we FIRST move the player, then move the player BACKWARD if there's a collision. | |
player.sprite.x += player.xVelocity; | |
player.sprite.y += player.yVelocity; | |
player.sprite.z += player.zVelocity; | |
// Here, I do a 3D hit test to see the player is touching any of the objects in the scene. | |
// Those objects are then tested later to see WHERE they touch. | |
// I don't know if this is the best way to do it. | |
// The test is done with 3 midpoint collision checks (hitTest3D) | |
for each( var o:Object in _levelData ) { | |
if (Math3D.hitTest3D(player.sprite, o.data)) { | |
hitArray.push(o); | |
//trace("collision with box"); | |
} | |
} | |
// If nothing is in the hit array, there is no collision; activate jump state. | |
if (hitArray.length == 0) player.JUMPING = true; | |
for (var i:int = 0; i < hitArray.length; i++) { | |
/* if (player.xVelocity > 0) { | |
if (player.sprite.xMax + player.xVelocity > hitArray[i].data.xMin) | |
player.xVelocity += (hitArray[i].data.xMin - player.sprite.xMax) | |
} else { | |
if (player.sprite.xMin + player.xVelocity < hitArray[i].data.xMax) | |
player.xVelocity += (hitArray[i].data.xMax - player.sprite.xMin) | |
} | |
if (player.yVelocity > 0) { | |
if (player.sprite.yMax + player.yVelocity > hitArray[i].data.yMin) | |
player.yVelocity += (hitArray[i].data.yMin - player.sprite.yMax) | |
} else { | |
if (player.sprite.yMin + player.yVelocity < hitArray[i].data.yMax) | |
player.yVelocity += (hitArray[i].data.yMax - player.sprite.yMin) | |
} */ | |
if (player.zVelocity > 0) { | |
if (player.sprite.zMax > hitArray[i].data.zMin) | |
player.zVelocity = (hitArray[i].data.zMin - player.sprite.zMax) | |
} else { | |
if (player.sprite.zMin <= hitArray[i].data.zMax ) { | |
player.zVelocity = 0; | |
player.sprite.z = hitArray[i].data.zMax + (player.sprite.height>> 1); | |
//player.zVelocity = (hitArray[i].data.zMax - player.sprite.zMin) | |
player.JUMPING = false; | |
} | |
} | |
} |
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