# Multiple instance hitTests

**URL:** <https://forum.kirupa.com/t/multiple-instance-hittests/144836>\
**Category:** Uncategorized\
**Created:** [April 17, 2005, 9:15pm UTC](https://forum.kirupa.com/t/multiple-instance-hittests/144836 "2005-04-17T21:15:55Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![chiller149](https://avatars.discourse-cdn.com/v4/letter/c/73ab20/32.png) [@chiller149](https://forum.kirupa.com/u/chiller149)\
**Post date:** [April 17, 2005, 9:15pm UTC](https://forum.kirupa.com/t/multiple-instance-hittests/144836/1 "2005-04-17T21:15:55Z")

</div>

Hello… I’m part way through the basics of a game and i have managed to create a bouncing ball with gravity effect, jumping and movement. i have gone with a hitTest on the ground for the programme instead of just the .\_y co.ords because i wanted to put multiple platforms in (think like mario…) it all looks ok but i have an instance of “floor” and an instance of “ball” which works great but i wanted to bring in a few other instances of “floor” to work with the hitTest… i have since found out this wont work as each instance has to be unique… i have been reading a few other threads and have found out that i can still use this method by using a for loop on a variable in my code and just name every new instance in sequecial order… floor1, floor2, floor3 etc… it makes sence … ish. but i cant get the code to work… if some one has a minute can they have a look at my code and give me a few pointers… many thanks… 🙂

```auto
 onClipEvent (load) {
 gravity = 2 ;
 speedy = 0;
 bounce = -0.40 ;
 // jumping variables
 startspeed = 20;
 jumping = 0;
}
onClipEvent (enterFrame) {
 speedy += gravity ;
 this._y += speedy ;
 if (this.hitTest(_root.floor) == true) {
  this._y = _root.floor._y;
  speedy *= bounce;
  
  if (Key.isDown(Key.SPACE)) {
   jumping = 1;
   starttime = getTimer()/90 ;
   startpos = _y;
  }
 }
 if ( jumping==1) {
  time = getTimer()/90-starttime;
  _y = _y-(startspeed-gravity*time);
  if (_y>startpos) {
   _y = startpos;
   jumping = 0;
  }
 }
 if (Key.isDown(Key.LEFT)) {
  this._x += -5;
 }
 if (Key.isDown(Key.RIGHT)) {
  this._x += +5;
 }
}
 

```
