Quick tip: always use global position for hitTestPoint()

Just for the record and myself (I should read all the documentation, also the long sentences 🙂 … Make sure you always check hitTestPoint() against global coordinates of some point.

// we are somewhere deep in myObject.myObject2.myInnerObject
var point:Point;
var someMovingObject:DisplayObject;
var hitShape:DisplayObject;

point = localToGlobal(new Point(someMovingObject.x, someMovingObject.y)); 
point = someMovingObject.localToGlobal(new Point());
// both give us same results, 
// 2nd method is faster in loops while it can use predefined zero point

hitShape.hitTestPoint(point.x, point.y, true);

Even hitShape object is not directly on a stage (but on myInnerObject), you have to use global points for testing hits.

RayMath class


While working on newest project I created a simple util class that simulates rays of spot light. It uses DisplayObject hitTestPoint() method to test for ray stream collisions so it does not go beyond the obstacles (corners etc.). Feel free to use RayMath class as you wish

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