Sorry do you mean take out :
if (_controls.moveForward) {
camera.moveForward
(+_controls.zspeed);
}
if (_controls.moveBackward) {
camera.moveBackward(-
_controls.zspeed);
}
if (_controls.moveLeft) {
camera.moveLeft(-
_controls.xspeed);
}
if (_controls.moveRight) {
camera.moveRight
(+_controls.xspeed);
}
when I do this, the camera does move on keypress...
Sorry to be a paid
On Nov 13, 12:54 pm, wsvdmeer <[email protected]> wrote:
> Hey Colouredfunk,
>
> Just keep your camera at one point:
>
> function render(event:Event):void{
> camera.look()
> camera.y = 300
> controls.update()
> view.render()
>
> }
>
> On 13 nov, 13:04, colouredfunk <[email protected]> wrote:
>
> > Hey, I've just realised if I look down with the mouse then navigate
> > forward, the camera will actually move downwards through the floor...
> > Don't know why it's doing that, as your using the MoveForward methods,
> > so it should calculate it accordingly ...?...
>
> > On Nov 13, 11:26 am, colouredfunk <[email protected]> wrote:
>
> > > genius!!! Dude, you are seriously a life saver :)
>
> > > I'll let you know how I get on :)
>
> > > On Nov 13, 11:09 am, wsvdmeer <[email protected]> wrote:
>
> > > > Hey colouredfunk,
>
> > > > I just put up a new tutorial for my firspersoncamera and
> > > > firstpersoncontrols
> > > > classes:http://wsvdmeer.blogspot.com/2009/11/away3d-firstperson-movement-and-...
>
> > > > If you use these classes in combination with mycollisionclass you
> > > > can set the controls.zspeed and controls.xpseed to 0 oncollision.
> > > > I constantly keep track of the object i'm moving and save it's
> > > > position in a Number3D for example:
>
> > > > var cameraPosition:Number3D = new Number3D()
> > > > cameraPosition = camera.position
>
> > > > If acollisionoccures i reset the camera to it's old position
> > > > (cameraPosition):
>
> > > > so the code would look like this:
>
> > > > function onCollision(event:CollisionEvent):void{
> > > > controls.xspeed = 0
> > > > controls.yspeed = 0
> > > > camera.position = cameraPosition
>
> > > > }
>
> > > > Hope this helps :D
>
> > > > On 13 nov, 11:43, colouredfunk <[email protected]> wrote:
>
> > > > > Yeah JUST finished getting it working :) I think the problem was not
> > > > > having the object in 3ds Max in the middle of the scene...... I still
> > > > > have to have it offset slightly, but I got it working through a bit of
> > > > > trial and error!
>
> > > > > Thanks so much for creating a class for it, really helping me out
> > > > > here :)
>
> > > > > I've now got to sort out the camera reaction to the collisions :s
>
> > > > > Any tips ? :o
>
> > > > > Thanks again
>
> > > > > On Nov 13, 10:13 am, wsvdmeer <[email protected]> wrote:
>
> > > > > > Hey colouredfunk,
>
> > > > > > Did it work?
>
> > > > > > On 12 nov, 15:46, wsvdmeer <[email protected]> wrote:
>
> > > > > > > Hey colouredfunk,
>
> > > > > > > I adjusted the UserMap class and posted a tutorial on my blog
> > > > > > > :http://wsvdmeer.blogspot.com/2009/11/away-3d-2d-collision-detection.html
> > > > > > > I'm not that great at writing tutorials so if you still have a
> > > > > > > problem
> > > > > > > with the class let me know.
>
> > > > > > > On 12 nov, 13:12, colouredfunk <[email protected]>
> > > > > > > wrote:
>
> > > > > > > > Hey Wsvdmee,
>
> > > > > > > > I've been playing out with yourcollisionclass, but I can't get
> > > > > > > > the
> > > > > > > > 2d position to aline with the 3d world...
>
> > > > > > > > Have you got any idea where I could be going wrong??
>
> > > > > > > > var xpos:Number = (camera.x / (_envWidth / _userMap.width)) +
> > > > > > > > _userMap.width / 2;
> > > > > > > > var ypos:Number = -(camera.z / (_envHeight / _userMap.height)) +
> > > > > > > > _userMap.height / 2;
>
> > > > > > > > _envWidth and _envHeight are the dimensions of the 3ds file...
>
> > > > > > > > Thanks
>
> > > > > > > > On Nov 10, 4:21 pm, colouredfunk <[email protected]>
> > > > > > > > wrote:
>
> > > > > > > > > Sweet thanks!!!
>
> > > > > > > > > Can't wait to see it :)
>
> > > > > > > > > On Nov 10, 6:30 am, wsvdmeer <[email protected]> wrote:
>
> > > > > > > > > > Hey ColouredFunk i'll try and create a FirstPersonCamera
> > > > > > > > > > class that
> > > > > > > > > > handles the movement/look andcollisionin combination with
> > > > > > > > > > my UserMap
> > > > > > > > > > class.
> > > > > > > > > > I think i could be done by the end of the day and then i'll
> > > > > > > > > > post it
> > > > > > > > > > here.
>
> > > > > > > > > > Greetz WS
>
> > > > > > > > > > On 10 nov, 00:06, ColouredFunk
> > > > > > > > > > <[email protected]> wrote:
>
> > > > > > > > > > > That's the bit I'm really struggerling with; the
> > > > > > > > > > > reactions / the resolves.
>
> > > > > > > > > > > Msvdmeer would it be possible to share your camera
> > > > > > > > > > > movement methods
> > > > > > > > > > > with the integration of thecollisiondetection? This would
> > > > > > > > > > > really
> > > > > > > > > > > save me from going bold :)
>
> > > > > > > > > > > thanks..
>
> > > > > > > > > > > On Monday, November 9, 2009, Li <[email protected]>
> > > > > > > > > > > wrote:
> > > > > > > > > > > > No, unfortunately JigLibFlash doesn't support complex
> > > > > > > > > > > > meshes yet (as far as I know) and you have to
> > > > > > > > > > > > reconstruct everything with primitives.