Yeah, I think that could work and it seems to cut down on computations. I personally would be learing using it becuase of the limitations it sets for expanding your game... What if you wanted to use bigger bricks? What if you have bricks that slide back and forth across the screen?
-----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Paul Steven Sent: Wednesday, December 13, 2006 11:24 AM To: 'Flashcoders mailing list' Subject: RE: [Flashcoders] AS2 OOP Class Structure for simple pong type game Dan, I was thinking using the tile solution would reduce the amount of checks as instead of looping through all the brick objects and checking for a collision using hitTest, I would simply call a function passing in the balls current position and if this was a tile (brick) that hadn't been destroyed, it would destroy the brick So the bricks would be represented by a multidimensional array like so 0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0 1,1,1,1,1,1,1,1,1,1,1,1,1,1 1,1,1,1,1,1,1,1,1,1,1,1,1,1 1,1,1,1,1,1,1,1,1,1,1,1,1,1 0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0 And the method would use the balls x and y position to calculate the tile row and column var numTileColumn:Number = passedX / numTileWidth; var numTileRow:Number = passedY / numTileHeight; if (map[numTileColumn][numTileRow] == 1) { // Destroy Brick } Hopefully this makes sense. I have just written this code off the top of my head so haven't implemented it in the game yet -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Holth, Daniel C. Sent: 13 December 2006 17:01 To: Flashcoders mailing list Subject: RE: [Flashcoders] AS2 OOP Class Structure for simple pong type game >From a computational standpoint, you end up running the same amount of processses. Are you either haveing the ball constantly checking "Where am I? Am I over a brick?" or you have the ball checking "Am i hitting something?" every onEnterFrame. Pete's suggested having checks when it reaches a vertical threshold, but again, you just change the the ball from asking "Am I hitting something?" to "am I over the threshold?" every onEnterFrame, and then add additional computation to figure out what its hitting. I like Mike's solution of breaking out of the loop after a collision is detected becuase then you don't perform unnessary computations (assuming the ball can only be hitting one thing at a time). -Dan -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Paul Steven Sent: Wednesday, December 13, 2006 10:36 AM To: 'Flashcoders mailing list' Subject: RE: [Flashcoders] AS2 OOP Class Structure for simple pong type game Rather than testing every brick for a collision all the time, I was thinking of using a tile based approach to display the bricks. Therefore rather than each brick checking for a collision with the ball, it is a case of checking what tile (brick) the ball currently occupies if any and if that brick has not yet been destroyed then destroy it... Hence a multidimensional array would be used to represent the bricks on the screen. Haven't implemented this yet but it sounds ok in my head:) -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Pete Miller Sent: 13 December 2006 16:17 To: Flashcoders mailing list Subject: RE: [Flashcoders] AS2 OOP Class Structure for simple pong type game I don't program games (so add that factor as a consideration), it was just my first thought that if I were doing this, I wouldn't want to test every object for a collision all the time. If there is a latency issue such as you describe, a homebrewed Event class might eliminate it. P. >> -----Original Message----- >> From: [EMAIL PROTECTED] [mailto:flashcoders- >> [EMAIL PROTECTED] On Behalf Of slangeberg >> Sent: Wednesday, December 13, 2006 11:13 AM >> To: Flashcoders mailing list >> Subject: Re: [Flashcoders] AS2 OOP Class Structure for simple pong type >> game >> >> Have you actually implemented an event system like this in games? It >> seems >> like a good idea, but for some reason I always thought this approach >> would >> introduce unnecessary latency, but now I'm not sure why! >> >> -Scott >> >> On 12/13/06, Pete Miller <[EMAIL PROTECTED]> wrote: >> > >> > Another possible strategy is for the ball to fire off an event every >> > time it crosses certain vertical location thresholds. The target >> > objects could then listen for the event which matches their vertical >> > location to test for a collision. >> > >> > For example, when the ball descends to the row containing the paddle, >> it >> > fires that event, and the paddle, receiving it, tests for collision. >> > When the ball ascends to the first row of bricks, those bricks each >> test >> > for collsion. This might be a performance improvement over testing >> > every object in the system all the time. >> > >> > P. >> > >> > >> -----Original Message----- >> > >> From: [EMAIL PROTECTED] [mailto:flashcoders- >> > >> [EMAIL PROTECTED] On Behalf Of Holth, Daniel C. >> > >> Sent: Wednesday, December 13, 2006 9:43 AM >> > >> 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. 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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 >> > >> >> > >> 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. 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 >> > >> >> >> >> -- >> >> : : ) Scott >> _______________________________________________ >> 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 _______________________________________________ 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. 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