here is how to draw the debug area around the collision model.....this is very dirty code im not using it in production but i thought it could be useful when building and testing modules
1. open fObject and add this code at the end of the fObject constructor
var tmpSprite:Sprite = new Sprite()
tmpSprite.graphics.lineStyle(1,0xffdead)
tempSprite.addChild(tmpSprite)
if (this.collisionModel is fBoxCollisionModel){
var f:fBoxCollisionModel = this.collisionModel as fBoxCollisionModel
var p1:Point = fScene.translateCoords(f.topView[0].x,f.topView[0].y,0)
var p2:Point = fScene.translateCoords(f.topView[1].x,f.topView[1].y,0)
var p3:Point = fScene.translateCoords(f.topView[2].x,f.topView[2].y,0)
var p4:Point = fScene.translateCoords(f.topView[3].x,f.topView[3].y,0)
tmpSprite.graphics.moveTo(p1.x,p1.y)
tmpSprite.graphics.lineTo(p2.x,p2.y)
tmpSprite.graphics.lineTo(p3.x,p3.y)
tmpSprite.graphics.lineTo(p4.x,p4.y)
tmpSprite.graphics.lineTo(p1.x,p1.y)
} else if (this.collisionModel is fCilinderCollisionModel ) {
var c:fCilinderCollisionModel = this.collisionModel as fCilinderCollisionModel
for(var i:Number=0;i<c.topView.length;i++)
{
var p:Point = fScene.translateCoords(c.topView[i].x,c.topView[i].y,0)
if (i==0)
tmpSprite.graphics.moveTo(p.x,p.y)
else
tmpSprite.graphics.lineTo(p.x,p.y)
}
}
2. in both fCilinderCollisionModel and fBoxCollisionModel change topView from private to public
again , very dirty but it works for me .