Help with localToGlobal()!

I’m working on an isometric-view prototype game, and I thought a good way to do the collision detection would be to put four empty movie clips on each of the character’s base corners (it’s a cube), convert those corner’s _x and _y to the Stage, and go from there. Problem is, I have almost no clue how to get it to work.

My character is on the stage in an otherwise empty “clip” MovieClip. Here’s what I have inside my character:

onClipEvent(enterFrame){
	var point:Object = new Object();
	point.rightX = right._x;
	point.rightY = right._y;
	point.bottomX = bottom._x;
	point.bottomY = bottom._y;
	point.leftX = left._x;
	point.leftY = left._y;
	point.upX = up._x;
	point.upY = up._y;
	_root.localToGlobal(point);
	swapDepths(_x+_y*_root.isoPlane_width);
}

Whenever I trace any of these, it always traces the local coordinates. Otherwise, everything is fine. Does anybody know why this isn’t working? It’s driving me nuts! :{

The point object only accepts 2 properties ‘x’, and ‘y’.
You will have to create a point object for each of the corners, not one point object with 4 points.
Hope that helps,
Jeremy