Oh yes that looks like a very neat solution Dan!! >From your code, it looks like your checkCollisions method is within the Ball class - is that correct?
And hence would the addBounceObject method also be in the Ball class? So the Game object would call the checkCollisions for each ball (there may be more than one ball in this game) i.e for (var i:Number = arrBallObjects.length; i >=0; i--) { var vBall_Object = arrBallObjects[i]; if (vBall_Object.return_If_Moving() == true) { vBall_Object.checkCollisions (); } } Does this sound right? How would you go about the above using the CollisionController.as you previously suggested? Thanks for your help on this one Paul -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Holth, Daniel C. Sent: 13 December 2006 14:43 To: Flashcoders mailing list Subject: RE: [Flashcoders] AS2 OOP Class Structure for simple pong type game That would be one way. Although it is rather limiting. I'm assuming that the ball will bounce whenever it hits an object. Perhaps create an array of bounceObjects[]; function addBounceObject(obj:Object):Number{ return bounceObjects.push(obj); } Then you could create your hit tracker. function checkCollisions(){ var len:Number = bounceObjects.length; // Loop through and check all objects hitting the ball for(var i:Number = 0; i < len; i++){ // Check each object hit ball if(this.hitTest(bounceObjects[i])){ this.bounce(); // Bounce the ball bounceObject[i].onHitByBall(); } } } Have your onEnterFrame functions run checkCollisions every time. That way you check for hits against the paddle, bricks etc. The bounceObject[i].onHitByBall() would execute a function in that objects code that would say what to do when it was hit by a ball. In the instance of a paddele do nothing, a brick - destory it! -Dan -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Paul Steven Sent: Wednesday, December 13, 2006 8:26 AM To: 'Flashcoders mailing list' Subject: RE: [Flashcoders] AS2 OOP Class Structure for simple pong type game Thanks for the reply Dan Not quite sure how the Ball references the Paddle or alternatively the CollisionController references the ball and paddle. My Game class creates the Ball and Paddle as follows: mcPaddle = new Paddle(mcReference, "paddle_mc", 50, 100, 289); var vBall_Object = new Ball(mcReference, "ball_mc", 100, 160, 240); arrBallObjects.push(vBall_Object); If I wanted to give the Ball a reference to the paddle, would I do something like this? (see last parameter) var vBall_Object = new Ball(mcReference, "ball_mc", 100, 160, 240, mcPaddle); Thanks Paul -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Holth, Daniel C. Sent: 13 December 2006 14:14 To: Flashcoders mailing list Subject: RE: [Flashcoders] AS2 OOP Class Structure for simple pong type game I would make the ball responsible for checking if it collides with the paddle because the ball's behavior/state will change - not the paddle's, nor does the state of the 'game' really change. An alternative would be to create a CollissionControler.as that does all your hit testing for you. This may become useful when you add the bricks or other objects that need to check for collisions. -Dan -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Paul Steven Sent: Wednesday, December 13, 2006 8:02 AM To: 'Flashcoders mailing list' Subject: [Flashcoders] AS2 OOP Class Structure for simple pong type game I am creating a simple pong / breakout / arkanoid game in AS2 and not sure how best to deal with the classes. So far I have a Game.as class, a Paddle.as class and a Ball.as class. I need to detect when the ball (or balls) collide with the Paddle. My question is, which class should check for this collision? Should the Game class do this or should I pass a reference to the Paddle into the Ball class so the Ball is able to check this collision itself? If it is the Game class, then I guess it is a case of giving both the Paddle and Ball classes a method to return their current position and then letting the Game class compare these positions to determine if a collision has occurred? If the Ball class needs to have a reference to the Paddle passed to it, I am not sure how this is done. So I would appreciate any advice on this. I appreciate there are probably a lot of different solutions to this, but I am trying to get off on the right footing with this OOP programming. Many thanks Paul _______________________________________________ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com This e-mail and its attachments are intended only for the use of the addressee(s) and may contain privileged, confidential or proprietary information. If you are not the intended recipient, or the employee or agent responsible for delivering the message to the intended recipient, you are hereby notified that any dissemination, distribution, displaying, copying, or use of this information is strictly prohibited. If you have received this communication in error, please inform the sender immediately and delete and destroy any record of this message. 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Thank you. _______________________________________________ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com _______________________________________________ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com