title: How can i hitTesObject a movieclip inside a movieclip AS3?
body: <p>I want my zombie to collect the brains(g1b1,g1b2,g1b3,g1b4). These brains are inside my movieclip 'platform1' because i need it to have a scrolling background effect. Well my zombie character can walk however he can't collect the brains. </p>
  
  <pre><code>import flash.display.MovieClip;
  import flash.events.KeyboardEvent;
  import flash.events.Event;
  import flash.ui.Keyboard;
  import flash.display.Sprite;
  
  public class z extends MovieClip {
  
      private var score:int=0;
      private var zombieSpeed:int=7; //speed for zombie
      private var gravity:int=1;
      private var jumpSpeed:int=0;//current speed for the jump
      private var jumpSpeedLimit:int=15; //how quick the jump
  
      private var jump, left, right, down, mainJump:Boolean=false; //zombie is not jumping
  
      public function z() {
  
      }
  
      public function Game1() {
          stop();
          stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressed);
          stage.addEventListener(KeyboardEvent.KEY_UP, keyReleased);
          zombie.addEventListener(Event.ENTER_FRAME, moveCharacter1);
          gamePlay1();
      }
  
      private function keyPressed(e:KeyboardEvent) {
          if (e.keyCode==Keyboard.LEFT) {
              left=true;
              zombie.gotoAndPlay("left");
          }
          if (e.keyCode==Keyboard.RIGHT) {
              right=true;
              zombie.gotoAndPlay("right");
          }
          if (e.keyCode==Keyboard.SPACE || Keyboard.UP) {
              jump=true;
          }
          if (e.keyCode==Keyboard.DOWN) {
              down=true;
          }
      }
  
      private function keyReleased(e:KeyboardEvent) {
          if (e.keyCode==Keyboard.LEFT || Keyboard.D) {
              left=false;
              zombieSpeed-=5;
              zombie.gotoAndStop("idleLeft");
          }
          if (e.keyCode==Keyboard.RIGHT || Keyboard.A) {
              right=false;
              zombieSpeed+=5;
              zombie.gotoAndStop("idleRight");
          }
          if (e.keyCode==Keyboard.SPACE || Keyboard.UP || Keyboard.W) {
              jump=false;
          }
          if (e.keyCode==Keyboard.DOWN || Keyboard.S) {
              down=false;
          }
      }
  
      private function moveCharacter1(e:Event) {
          if (left) {
              if (platform1.x&lt;1000 &amp;&amp; zombie.x==870) {
                  platform1.x+=5;
              }
              else {
                  if (zombie.x&gt;120) {
                      zombie.x-=zombieSpeed;
                      trace(platform1.x);
                  }
              }
          }
          if (right) {
              if (platform1.x&gt;0 &amp;&amp; zombie.x==870) {
                  platform1.x-=5;
              }
              else {
                  if (zombie.x&lt;880) {
                      zombie.x+=zombieSpeed;
                      trace(platform1.x)
                  }
              }
          }
          if (jump) {
              goJump();
      }
  
      function goJump() {
          if(jumpSpeed &gt; 0 &amp;&amp; jumpSpeed &lt;= jumpSpeedLimit){
              jumpSpeed *= 1 + jumpSpeedLimit/50;
          }
          zombie.y += jumpSpeed;      
          for (var i=0;i&lt;5;i++) {
              if(platform1.hitTestPoint(zombie.x,zombie.y,true)) {
                  zombie.y--;
                  jumpSpeed=0;
                  mainJump=false;
              }
          }
      }
  
      **private function gamePlay1() {
          if(zombie.hitTestObject(platform1.g1b1)){
              platform1.g1b1.visible = false;
              score+=10;
          }
          if(zombie.hitTestObject(platform1.g1b2)){
              platform1.g1b2.visible = false;
              score+=10;
          }
          if(zombie.hitTestObject(platform1.g1b3)){
              platform1.g1b3.visible = false;
              score+=10;
          }
          if(zombie.hitTestObject(platform1.g1b4)){
              platform1.g1b4.visible = false;
              score+=10;
          }       
     }**
  
  }
  </code></pre>