Fly through camera collision detection

i want my camera to have collision detection in its simplest
form, i mean is there a way of saying to director this is the scene
and this is the camera and wala all good.
im using the fly through 3d action is it easier to setup with
that.
if not what way forward would you suggest for me
i also want to perant an object to the camera so when it
moves it moves two.
thanks

Collision detection for a camera is not trivial. Not only
must you prevent the object that the camera is following from going
through walls, but you must also prevent the camera from cutting
through corners as it follows the object.
You can find a demonstration of Camera Following behavior at
http://nonlinear.openspark.com/tips/3D/followCamera/

Similar Messages

  • Camera Collision Detection - Is It Possible?

    Hi,
    I am making a 3D RPG game and I would like to know if it is possible to get collision detection on a camera created in Adobe Director 11.  I have my 3D character running through an underground maze and he detects correctly on the walls of the maze.  However, I also have a camera as a child to the character so this moves with him.  I have added a bounding-box to this camera but it still doesn't detect whereas the gunBB works fine, as does the characterBB.
    This is really confusing and I don't know what I am doing wrong.  Any help would be really appreciated!
    Thanks, Phil.

    Thanks for the reply.  It is not exactly what I am looking for as the script is different than the style I am using.  This is the script I have got so far, I have also added an extra camera to view what is happening.
    property pSprite, p3Dmember -- reference to the 3D member
    --property pLevel, maze -- Level
    --property pLeftArrow, pRightArrow, pDownArrow, pUpArrow -- arrow keys
    --property pCharacter -- character in the 3D world
    --property pTofuBB, pGunBB, gun --  character + gun
    --property gUseGun, hasGun
    --property pCamera, pCameraBoundingBox --camera and bounding box
    --property barrier,mountains,exitmaze
    --property door1, door2, turret, turretgun
    --property keylist, keypresslist -- for keys pressed
    --on beginSprite me
    --  -- define the 3D cast member
    --  p3Dmember = sprite(me.spriteNum).member
    --  -- reset the 3D world
    --  p3Dmember.resetWorld()
    --  pSprite = sprite(me.spriteNum)
    --  pCamera = pSprite.camera
    --  -- define level as 3DS level Plane - must all be defined after resetWorld()
    --  pLevel = p3Dmember.model("landscape")
    --  mountains = p3Dmember.model("mountains")
    --  turret = p3Dmember.model("turret")
    --  turretgun = p3Dmember.model("turretgun")
    --  maze = p3Dmember.model("maze")
    --  exitmaze = p3Dmember.model("exitmaze")
    --  pCharacter = p3Dmember.model("hero")
    --  gun = p3Dmember.model("gun")
    --  barrier = p3Dmember.model("barrier")
    --  door1 = p3Dmember.model("door1")
    --  door2 = p3Dmember.model("door2")
    --  -- stop hero walking biped animation
    --  pCharacter.bonesPlayer.pause()
    --  -- below for key control
    --  keylist = []
    --  keypresslist = []
    --  -- this sets up a list of keycodes to track.
    --  -- this code covers the arrow keys only, it could be changed to cover a full range of keys
    --  repeat with i = 123 to 126
    --    keylist[i] = i -- this creates a list of keycodes to track
    --    keypresslist[i] = 0 -- this creates a "last state" list that corresponds to the keycode.
    --    --keypresslist tracks the last known state of that key, so we can tell when a keypress has changed.
    --  end repeat
    --  -- key control end
    --  createBoundingBoxes
    --  createLight
    --end
    -- code used to create bounding boxes
    --on createBoundingBoxes
    --  -- create tofu bounding box for character
    --  tofuBB_MR = p3Dmember.newModelResource("tofuBox",#box)
    --  tofuBB_MR.height = 235
    --  tofuBB_MR.width = 235
    --  tofuBB_MR.length = 500
    --  pTofuBB = p3Dmember.newModel("tofuBox",tofuBB_MR)
    --  pTofuBB.worldPosition = pCharacter.worldPosition
    --  -- create parent child relationships
    --  pCharacter.addChild(pTofuBB, #preserveWorld)
    --  invisShader = p3Dmember.newShader("invisShader",#standard)
    --  invisShader.transparent = TRUE
    --  invisShader.blend = 50
    --  pTofuBB.shaderlist = p3Dmember.shader("invisShader")
    --  pCamera = p3Dmember.newCamera("camera")
    --  frontCam = p3Dmember.newCamera("frontCam")
    --  frontCam.fieldOfView = 35
    --  frontCam.transform.position = vector(-14150,-3100,-600)
    --  frontCam.transform.rotation = vector(90,0,180)
    --  pSprite.camera = p3Dmember.camera("frontCam")
    --  pCamera.fieldOfView = 75
    --  pCamera.transform.position = vector(500,1800,450) --450
    --  pCamera.transform.rotation = vector(90,0,180)
    --  pSprite.camera = p3Dmember.camera("camera")
    --  cameraModRes = p3Dmember.newModelResource("cameraModRes",#sphere)
    --  cameraModRes.radius = 200
    --  pCameraBoundingBox = p3Dmember.newModel("CameraBoundingBox",cameraModRes)
    --  pCameraBoundingBox.worldPosition = pCamera.worldPosition
    --  pCameraBoundingBox.shaderList = p3Dmember.shader("invisShader")
    --  pCamera.addChild(pCameraBoundingBox, #preserveWorld)
    --  pCharacter.addChild(pCamera,#preserveWorld)
    --  -- create gun bounding box
    --  gun.worldposition.z = gun.worldposition.z + 200
    --  gunMR = p3Dmember.newModelResource("gunSphere",#sphere)
    --  gunMR.radius = 218
    --  pGunBB = p3Dmember.newModel("gunSphere", gunMR)
    --  pGunBB.worldPosition = gun.worldPosition
    --  pGunBB.shaderList = p3Dmember.shader("invisShader")
    --  pGunBB.addChild(gun, #preserveWorld)
    --end
    -- code below used to light up level
    --on createLight
    --  -- create a point 'bulb' type light
    --  p3Dmember.newLight("Bulb Light", #point )
    --  -- position the light
    --  p3Dmember.light("Bulb Light").transform.position = vector(0,0,100)
    --  -- define light color and intensity
    --  p3Dmember.light("Bulb Light").color = rgb(255,255,255)
    --  -- Make the character model a parent of the light
    --  -- Bulb Light becomes a child of pCharacter
    --  -- This is done so that the light will always move
    --  -- with the character.
    --  pCharacter.addChild(p3Dmember.light("Bulb Light"),#preserveParent)
    --end
    --on keyUp me
    --  --pCharacter.bonesPlayer.pause()
    --  --if keypressed("s")
    --end
    --on keydown me
    --  if keypressed("c") then changeCamera
    --end
    --on changeCamera
    --  -- check the sprites camera and switch
    --  if pSprite.camera = p3Dmember.camera("frontCam") then
    --     pSprite.camera = p3Dmember.camera("camera")
    --     else
    --     pSprite.camera = p3Dmember.camera("frontcam")
    --     end if
    --end
    --on exitFrame me
    -- below detects which keys are pressed
    --repeat with i = 1 to keylist.count
    --inewstate= keypressed( keylist[i] )
    --if keypresslist[i] <> inewstate then -- this means the key changed status from whether it's up or down
    --if inewstate= 0 then
    -- they key was released
    --keyLastReleased = keylist[i]
    --if (keyLastReleased=123) then pLeftArrow = 0 -- 123 = left arrow key
    --if (keyLastReleased=124) then pRightArrow = 0 -- 124 = right arrow key
    --if (keyLastReleased=125) then
    --pDownArrow = 0 -- 125 = down arrow key
    --pCharacter.bonesPlayer.pause()
    --end if
    --if (keyLastReleased=126) then
    --pUpArrow = 0 -- 126 = up arrow key
    --pCharacter.bonesPlayer.pause()
    --end if
    --else
    -- the key was pressed
    --keyLastPressed = keylist[i]
    --if (keyLastPressed=123) then pLeftArrow = 1 -- 123 = left arrow key
    --if (keyLastPressed=124) then pRightArrow = 1 -- 124 = right arrow key
    --if (keyLastPressed=125) then pDownArrow = 1 -- 125 = down arrow key
    --if (keyLastPressed=126) then pUpArrow = 1 -- 126 = up arrow key
    --end if
    --keypresslist[i] = inewstate-- update so we remember its new state.
    --end if
    --end repeat
    -- by the time this repeat loop has finished, keypresslist will contain a complete index of what keys
    -- are held down, and which aren't.
    -- Note: most keyboards have a limit on how many keys they'll track simultaneously.
    --checkCollisions
    --characterMove
    -- gun collision start
    --if gUseGun = TRUE then
    --pTofuBB.addChild(pGunBB,#preserveParent)
    --pGunBB.worldPosition = pTofuBB.worldPosition
    --pGunBB.worldPosition.z = 500
    --pGunBB.worldPosition.x = pCharacter.worldPosition.x - 150 --50
    ---pGunBB.worldPosition.y = -860
    --pGunBB.rotate(0,0,-240)
    --pCharacter.bonesPlayer.pause()
    --gUseGun = FALSE
    --hasGun = TRUE
    --end if
    -- gun collision end
    --end
    --on characterMove
    -- if the right arrow is pressed,
    -- rotate the character 5 degrees about the z-axis
    --if pRightArrow then
    -- rotate character and camera
    --pCharacter.rotate(0,0,-2)
    --end if
    --if the left arrow is pressed,
    -- rotate character -5 degrees about the z-axis
    --if pLeftArrow then
    --pCharacter.rotate(0,0,2)
    --end if
    -- if the up arrow is pressed,
    -- move the character 5 pixels along the y-axis
    --if pUpArrow then
    --if (pcharacter.bonesPlayer.playing = 0) then
    --pCharacter.bonesplayer.loop = true
    --if (_key.shiftDown) then
    --pCharacter.bonesPlayer.playRate = 2
    --if (hasGun = TRUE) then -- running
    --pCharacter.bonesplayer.play("hero", 1, 6270, 8330, 1)
    --else
    --pCharacter.bonesplayer.play("hero", 1, 2067, 4130, 1)
    --end if
    --else
    --pCharacter.bonesPlayer.playRate = 1
    --if (hasGun = TRUE) then -- walking
    --pCharacter.bonesplayer.play("hero", 1, 4200, 6200, 1)
    --else
    --pCharacter.bonesplayer.play("hero", 1, 0, 2000, 1)
    --end if
    --end if
    --end if -- bonesPlayer playing
    --if (_key.shiftDown) then
    --pCharacter.translate(120,0,0)
    --else
    --pCharacter.translate(50,0,0)
    --end if
    --end if
    -- if the down arrow is pressed,
    -- move the character -5 pixels along the y-axis
    --if pDownArrow then
    --if (pcharacter.bonesPlayer.playing = 0) then
    --pCharacter.bonesplayer.loop = true
    --if (_key.shiftDown) then
    --pCharacter.bonesPlayer.playRate = 2
    --if (hasGun = TRUE) then -- running
    --pCharacter.bonesplayer.play("hero", 1, 6270, 8330, 1)
    --else
    --pCharacter.bonesplayer.play("hero", 1, 2067, 4130, 1)
    --end if
    --else
    --pCharacter.bonesPlayer.playRate = 1
    --if (hasGun = TRUE) then -- walking
    --pCharacter.bonesplayer.play("hero", 1, 4200, 6200, 1)
    --else
    --pCharacter.bonesplayer.play("hero", 1, 0, 2000, 1)
    --end if
    --end if
    --end if -- bonesPlayer playing
    --if (_key.shiftDown) then
    --pCharacter.translate(-120,0,0)
    --else
    --pCharacter.translate(-50,0,0)
    --end if
    --end if
    -- floor collision
    --thisPosn = pTofuBB.worldPosition
    -----thisPosn.z = 1000
    --tModelList = [pLevel, maze, door1, door2] -- removed wall as its no longer on level
    --tOptionsList = [#levelOfDetail: #detailed, #modelList: tModelList]
    --thisData = p3Dmember.modelsUnderRay(thisPosn,vector(0,0,-1),tOptionsList)
    --if thisData.count then
    --totalCount = thisData.count
    --repeat with dataIndex = 1 to totalCount
    --terrainPosn = thisData[dataIndex].isectPosition
    --- if (thisData[dataIndex].model = pLevel) then
    --tDiff = (terrainPosn.z - pTofuBB.worldPosition.z) + 375
    --pCharacter.translate(0,0,tDiff,#world)
    --exit repeat
    --end repeat
    --end if
    --end
    --on checkCollisions
    --tModelList = [pGunBB, barrier, mountains, maze, exitmaze, turret, turretgun]
    --tOptionsList = [#maxNumberOfModels: 2, #levelOfDetail: #detailed, #modelList: tModelList, #maxDistance: 300]
    -- make 4 rays around character checking for collisions, 90 degrees apart
    --repeat with i = 1 to 18
    --pCharacter.rotate(0,0,20,#self)
    --returnData = p3Dmember.modelsUnderRay(pCharacter.worldPosition,pCharacter.transform.xAxis,tOptionsList )
    --if (returnData.count) then
    -- first in array is closest
    --checkObjectFoundDistance(returnData[1])
    --end if
    --end repeat
    --end
    --on checkObjectFoundDistance thisData -- check distance from collision with objects
    --dist = thisData.distance
    -- check if distance is less than width of bounding box
    --if (dist < 150) then
    --case thisData[#model].name of
    --"gunSphere":
    --gUseGun = TRUE
    --"barrier":
    -- get distance of penetration
    --diff = 150 - dist
    -- calculate vector perpend icular to the wall's surface to move the character
    -- using the #isectNormal property
    --tVector = thisData.isectNormal * diff
    -- move the character in order to resolve the collision
    --pCharacter.translate(tVector,#world)
    --end case
    --end if
    --if (dist < 150) then
    --case thisData[#model].name of
    --"gunSphere":
    --gUseGun = TRUE
    --"mountains":
    -- get distance of penetration
    --diff = 150 - dist
    -- calculate vector perpend icular to the wall's surface to move the character
    -- using the #isectNormal property
    --tVector = thisData.isectNormal * diff
    -- move the character in order to resolve the collision
    --pCharacter.translate(tVector,#world)
    --end case
    --end if
    --if (dist < 150) then
    --case thisData[#model].name of
    --"gunSphere":
    --gUseGun = TRUE
    --"maze":
    -- get distance of penetration
    --diff = 150 - dist
    -- calculate vector perpend icular to the wall's surface to move the character
    -- using the #isectNormal property
    --tVector = thisData.isectNormal * diff
    -- move the character in order to resolve the collision
    --pCharacter.translate(tVector,#world)
    --end case
    --end if
    --if (dist < 150) then
    --case thisData[#model].name of
    --"gunSphere":
    --gUseGun = TRUE
    --"exitmaze":
    -- get distance of penetration
    --diff = 150 - dist
    -- calculate vector perpend icular to the wall's surface to move the character
    -- using the #isectNormal property
    --tVector = thisData.isectNormal * diff
    -- move the character in order to resolve the collision
    --pCharacter.translate(tVector,#world)
    --end case
    --end if
    --if (dist < 150) then
    --case thisData[#model].name of
    --"gunSphere":
    --gUseGun = TRUE
    --"turret":
    -- get distance of penetration
    --diff = 150 - dist
    -- calculate vector perpend icular to the wall's surface to move the character
    -- using the #isectNormal property
    --tVector = thisData.isectNormal * diff
    -- move the character in order to resolve the collision
    --pCharacter.translate(tVector,#world)
    --end case
    --end if
    --if (dist < 150) then
    --case thisData[#model].name of
    --"gunSphere":
    --gUseGun = TRUE
    --"turretgun":
    -- get distance of penetration
    --diff = 150 - dist
    -- calculate vector perpend icular to the wall's surface to move the character
    -- using the #isectNormal property
    --tVector = thisData.isectNormal * diff
    -- move the character in order to resolve the collision
    --pCharacter.translate(tVector,#world)
    --end case
    --end if
    --end

  • KeyPressed / collision detection

    I have a tile based platformer I am making and am having some trouble with the collision detection. I have it so that the game detects a collision before it actually occurs so that it wont happen in the game. However, it only appears to works right if i tap the arrow key into the wall, and if i hold the arrow key down i fly right through the tile until i let go (if i let go inside a block the hero gets stuck because it detects a collision anywhere i try to move after that). At this time i had the new coordinate to detect collision based on which direction i was moving gotten from keyPressed. Since this didnt work (assumed it was because the game loop and keyPressed dont take turns performing their actions) I made the new coordinate collision be detected from a method called in the main game loop and the result was that if I held down the key and flew into a wall, it doesnt stop exactly at the right spot (but I cant go through an entire row of tiles) but when I go the opposite direction from the collision (open space should work fine) it works fine until a point where in mid air it acts like a collision occured.
    I have tried very hard to find the error in my code concerning the collision detection and need to make sure these problems arent a result of limitations of keyPressed or something, but rather just the code i've written

    ok well I now have it set up so that before the hero moves it checks to see if the move is valid from each pixel starting at the hero to the length the hero moves in 1 directional press (using a rectangle that is the size of the hero, then has width 1 pixel larger etc until reaches the length of a move). The collision detection method returns true if there is a collision at any point, false otherwise. I tried to put the method in both the keyPressed method (for each case of a directional key pressed) as well as in the main game loop (not both at the same time) and neither worked perfectly and both worked about the same. Now the problem is that as long as the hero approaches the tile from a far away distance it works perfectly (a tile is 40 pixels in width and hero is 30), it appears that if the hero approaches from around 40 pixels out it will work but anything less and it will go through the tile as far from the 40 pixel mark it started (ie if hero starts at 37 pixels from tile and moves, it will go through the tile 3 pixels) then it can only travel back to the position it started even if there is no collision detected. Again, it appears that the hero must be about 40 pixels out (not sure if this is coincidence or it is exactly the length of the tile for a reason). Really can't figure this out, dont think there is a problem with the code i have written but probably i'm approaching the solution wrong

  • 2D Pixel Collision detection on XML tiled map

    Hello,
    I'm designing a game where the player can move through a city composed of 2D image tiles. Right now we have successfully got the pixel collision detection to work on a large single image consisting of an invisible mask image and a visible image that shows a cluster of buildings and objects. The mask overlays the visible buildings and blocks / allows movement based on the color of the mask. Black is a collision, white is open space, etc.
    But this technique won't work for the game, since there will be many cities and vastly larger than this little testbed. I cannot create multiple huge cities into one file - the file would be several megs large, and I'm looking at dozens of cities.
    My idea is to create tiled maps, which will save the coordinates for the various building/object tiles in an XML file. However, I do not know how to make the collision detection work with such a tiled map. Moreover, I don't know if constructing a mosaic city using XML coordinates is the best way to go - I'm open for suggestions. My goal is to simply be able to assemble a city from individual tiles of buildings and masks, and drive/walk my character through the city with pixel collision detection, without using the current setup of a single image and a single mask.
    Any advice/suggestions offered will be GREATLY appreciated! This is our first Java project, but hopefully we can make this work.
    Thank you so much!
    Message was edited by:
    Gateway2007 - clarifying that this is a collision detection based on pixels, not planes or other method.

    Sound like this might be too late of a suggestion, but have you looked at Slick at all?
    http://slick.cokeandcode.com/static.php?page=features
    It might help with the tiling and collision aspects.

  • Using ModelsUnderRay Collision detection

    Ok first things first. I know you guys who have been reading
    my other post is going to get confused after reading this post so
    let me make myself clear. First yes I was previously trying to
    Havok, but I could not get my car to work with it. So This is why I
    am now asking stuff about ModelsUnderRay collision detection.
    Second, I found this tutorial at
    http://www.fbe.unsw.edu.au/learning/director/,
    and all things seem to go pretty good with using the max File the
    tutorial uses. Meaning I have not tried this on my car as of yet.
    In addition, considering that things seem to work with the
    tutorial, I now came up with a new question. Basically, if I am
    correct, I think by using the code below, this is not going to work
    with my car when the car is going up a hill. I conclude this by
    knowing that the tutorial just uses a character, meaning it is not
    like a using something like a car that has a chassis and 4 wheels.
    So my question is this... How can I get the chassis to follow the
    angle of the hill if I am using a behaviour that looks something
    like this...
    on collisionDetect me
    -- create a list to store collision data created by
    modelsUnderRay
    -- cast ray to left
    collisionList =
    p3Dmember.modelsUnderRay(pCharacter.worldPosition, \
    -pCharacter.transform.yAxis,#detailed)
    -- if models picked up by ray, then activate checkForCollion
    -- handler and send the collisionList as a parameter
    if (collisionList.count) then
    me.checkForCollision(collisionList[1])
    -- cast ray to right
    collisionList =
    p3Dmember.modelsUnderRay(pCharacter.worldPosition, \
    pCharacter.transform.yAxis,#detailed)
    -- if models picked up by ray, then check for collision
    if (collisionList.count) then
    me.checkForCollision(collisionList[1])
    -- cast ray forward
    collisionList =
    p3Dmember.modelsUnderRay(pCharacter.worldPosition, \
    pCharacter.transform.xAxis,#detailed)
    -- if models picked up by ray, then check for collision
    if (collisionList.count) then
    me.checkForCollision(collisionList[1])
    -- cast ray backward
    collisionList =
    p3Dmember.modelsUnderRay(pCharacter.worldPosition, \
    -pCharacter.transform.xAxis,#detailed)
    -- if models picked up by ray, then check for collision
    if (collisionList.count) then
    me.checkForCollision(collisionList[1])
    end
    on checkForCollision me, collisData
    -- grab the #distance value from the CollisionList
    dist = collisData.distance
    -- check if distance is less than width of bounding box
    if (dist < pCharBoundingBox.resource.width ) then
    -- get distance of penetration
    diff = pCharBoundingBox.resource.width - dist
    -- calculate vector perpendicular to the wall's surface to
    move the character
    -- using the #isectNormal property
    tVector = collisData.isectNormal * diff
    -- move the character in order to resolve the collision
    pCharacter.translate(tVector,#world)
    end if
    end
    on keyDown
    -- check to see which key has been pressed
    -- and set the property relating to that key to TRUE
    if keypressed(123) then pLeftArrow = TRUE -- 123 = left
    arrow key
    if keypressed(124) then pRightArrow = TRUE -- 124 = right
    arrow key
    if keypressed(125) then pDownArrow = TRUE -- 125 = down
    arrow key
    if keypressed(126) then pUpArrow = TRUE -- 125 = up arrow
    key
    -- if 'r' key pressed, return character to starting position
    if keypressed("r") then resetCharacter
    -- if 'c' key is pressed, then switch camera
    if keypressed("c") then changeCamera
    end
    on keyUp
    -- when the arrow keys are released, set the properties to
    FALSE
    pLeftArrow = FALSE
    pRightArrow = FALSE
    pUpArrow = FALSE
    pDownArrow = FALSE
    end
    on exitFrame
    characterMove
    end
    on characterMove
    -- if the right arrow is pressed,
    -- rotate the character 5 degrees about the z-axis
    if pRightArrow then pCharacter.rotate(0,0,-5)
    --if the right arrow is pressed,
    -- rotate character -5 degrees about the z-axis
    if pLeftArrow then pCharacter.rotate(0,0,5)
    -- if the up arrow is pressed,
    -- move the character 5 pixels along the y-axis
    if pUpArrow then pCharacter.translate(0,5,0)
    -- if the down arrow is pressed,
    -- move the character -5 pixels along the y-axis
    if pDownArrow then pCharacter.translate(0,-5,0)
    -- move along terrain
    -- create reference for terrain (ground)
    terrain = p3Dmember.model("Terrain")
    -- store character's position
    charPos = pCharacter.worldPosition
    charPos.y = charPos.y - 20
    -- cast a ray down
    collisData =
    p3Dmember.modelsUnderRay(charPos,vector(0,0,-1),#detailed)
    -- if model is picked up on ray.
    if collisData.count then
    -- store total no of models detected by the ray
    totalCount = collisData.count
    repeat with modelNo = 1 to totalCount
    -- check if over the terrain model
    if (collisData[modelNo].model = terrain) then
    terrainPos = collisData[modelNo].isectPosition
    -- find out the distance the character should move up or
    down
    diff = (terrainPos.z - pCharacter.worldPosition.z)+45
    -- move the character
    pCharacter.translate(0,0,diff,#world)
    end if
    end repeat
    end if
    end

    ok,
    I have been trying to work this out for ahwile and I got
    pretty close on getting this correct but there are still some
    glitches. So far I did a little research in the help files to see
    what the dot product does and this is how I got my calculations
    going so far
    --the code
    on beginSprite me
    I created 2 spheres and a box. Next, I then positioned them
    so that the first sphere is alligned with the front end of the box
    and then I aligned the second sphere to back of the box. I will not
    show you the code of beginSprite because all this does is for
    creating the models and there are no calculations going inside this
    handler. In addition, with these 3 models, my purpose is to say
    lets prtend that the box is the chasis of the car and the sphere
    that is placed at the frent end of the chassis are to represemt the
    2 front wheels and the othere sphere is to represent the 2 back
    wheels of the car. Also, I initlalised a timer to the following
    below
    pTimer = (the milliseconds)
    end beginSprite
    ... note The timere is just for purposes of simulating a
    pretend upward movement for the wheels. See below which should
    explain it better then I can say it in words.
    --the code below is the calculations. The translations is for
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