haha no worries, it's ealisy done at the moment.. I've tried what you said, but still keeps on walking.... :s
On Nov 13, 1:02 pm, wsvdmeer <[email protected]> wrote: > Hehe no posted the answer of one of your older questions:P sorry for > confusing you > > On 13 nov, 14:00, colouredfunk <[email protected]> wrote: > > > 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.
