SpriteHitMapPixels
Collision = SpriteHitMapPixels(ThisMap, TheLevel, SpriteIndex, LocalSpriteXpos, LocalSpriteYpos)
 
Parameters:

    ThisMap = The Index of the map you query for a collision
    TheLevel = The level within the map to query
    SpriteIndex = The Index of the sprite you wish to compare
    LocalSpriteXpos = The local X coordinate of the sprite relative to the level
    LocalSpriteYpos = The local Y coordinate of the sprite relative to the level
Returns:

    Collision = The collision state. It'll return True (1) with the circle hit something and false (0) it didn't
 

     The SpriteHitMapPixels() function checks if a sprite pixels have collided (overlaps) a map level pixels. unlike it's sister command (SpriteHitMap) SpriteHitMapPixels doesn't use the sprites collision mode setting when working out the type of impact to calculate, rather this method always uses pixel perfect comparison.

     SpriteHitMapPixels() will return a true(1) for an impact, it not it'll return a false (0)




FACTS:


      * If you want the to use the sprites collision mode, then use SpriteHitMap



Example:



      The following example is fairly complex and shared between SpriteHitMap and SpriteHitMapPixels examples in the help.

 
Example Source: Download This Example
; This example demo's SpriteHitMap and SpriteHitMapPixels
; functions together, as such, it can be one of the more
; complex examples to follow, since it's trying to show everything
; in one program.
;
; KEYS
; ====
;
;          SPACE = Toggle Collision Methods
;          ENTER = Toggle Map Debug mode
;              M = Step through sprite collsiion modes
  
;
; MOUSE
; -----
;
;     Left Button = Scale
;     Middle Button = Rotate
;
  
;     -----------------------------------------------------
;             --------->> SET UP <<------------
;     -----------------------------------------------------
  
  SetFPS 75
  
; Load a bigger font
  LoadFont "Verdana",1,32
  
  
; create the random map from some circles
  Map,Level=Build_Random_Map(32,32)
  
  
; Load the ship image for our sprite
  ShipImage=LoadNewImage(ProgramDir$()+"Help/Commands/Media/ship.bmp",2)
  
; Loads the defiend vector shape that represents this image
; and attaches it to the ShipIMage
  #Include "shape"
  ShipShape=LoadNewShape("..\../Media/ship.Shape")
  ShiftShape ShipShape,-2,0
  ImageShape ShipIMage,ShipShape
  
; Create the sprite
  Sprite=NewSprite(0,0,ShipIMage)
  PositionSpriteZ Sprite,10
  
; Set up sprites display for this demo
  SpriteDrawMode Sprite,2+16
  SpriteCollisionDebug Sprite,on
  SpriteFilter Sprite,on
  SpriteMaskColourCompression Sprite,off
  AutoCenterSpriteHandle sprite,true
  
; set sprites collision mode
  SpriteCollisionMode Sprite,1          ; rotated rect is the collision default
  SpriteCollisionRadius Sprite,30
  
; Set Sprites Scale and rotation angle
  Scale#=1
  Angle#=45
  
  
; make a backdrop picture
  BackDrop=NewImage(800,600,2)
  RenderToImage Backdrop
  
; create a camera to view the scene with (attached to backdrop image)
  Cam=NewCamera()
  CameraCls Cam,off
  
; Randomly pick some Backdrop colours
  c1=RndRGB()
  c2=RndRGB()
  
  
;     -----------------------------------------------------
;        --------->> MAIN LOOP OF PROGRAM <<------------
;     -----------------------------------------------------
  
  Do
     
   ;-------------------------------------------
   ; Get the camera current position
   ;-------------------------------------------
     CamX=GetCameraX(cam)
     CamY=GetCameraY(cam)
     
   ;-------------------------------------------
   ; Get the mouse position in World space
   ;-------------------------------------------
     MX=MouseX()+CamX
     MY=MouseY()+CamY
     
   ;-------------------------------------------
   ; tell PB to capture the following drawing commands
   ;-------------------------------------------
     CaptureToScene
     
   ;-------------------------------------------
   ; clear the scene buffer so it's empty
   ;-------------------------------------------
     ClsScene
     
   ;-------------------------------------------
   ; set the capture depth to 100 and then
   ; capture a shadebox at the camera position
   ;-------------------------------------------
     
     CaptureDepth 100
     ShadeBox CamX,CamY,CamX+800,CamY+600,c1,c1,c2,c2
     
   ;-------------------------------------------
   ; draw the map level as depth 50
   ;-------------------------------------------
     
     CaptureDepth 50
     DrawMap map,Level,0,0
     
     
   ;-------------------------------------------
   ; Check if sprite hits the map
   ;-------------------------------------------
     
     If MidMouseButton()
        Angle#=WrapAngle(Angle#,1)
     EndIf
     
     If LeftMouseButton()
        scale#+=0.01
        If Scale#>3 Then Scale#=0.5
     EndIf
     
     RotateSprite sprite,angle#
     ScaleSprite sprite,scale#
     PositionSprite Sprite,MX,my
     
   ; ------------------------------------------
   ; Check for the impacts with the map
   ; ------------------------------------------
     If CollisionMethod=0
        Collision=SpriteHitMap(Map,Level,Sprite,MX,MY,PixelMode)
     Else
        Collision=SpriteHitMapPixels(Map,Level,Sprite,MX,MY)
     EndIf
     
     If Collision
        col=$f06070
     Else
        Col=$3040ff
     EndIf
     
     SpriteTint Sprite,Col
     DrawSprite Sprite
     
     
     If Collision
        Colour=$ff0000
        Message$="Hit"
     Else
        Colour=$0000ff
        Message$="Missed"
     EndIf
     
     
   ;-------------------------------------------
   ; Draw the scene with this camera
   ;-------------------------------------------
     DrawCamera cam
     
     RenderToScreen
     DrawImage backdrop,0,0,false
     
     
     
   ;-------------------------------------------
   ; check if the ENTER key was pressed
   ;-------------------------------------------
     If EnterKey()
      ; If so, toggle Debug mode on the map
        MapDebug Map,1-GetMapDebug(Map)
        FlushKeys
     EndIf
     
   ;-------------------------------------------
   ; check if the SPACE key was pressed
   ;-------------------------------------------
     If SpaceKey()
        CollisionMethod=1-CollisionMethod
        FlushKeys
     EndIf
     
   ;-------------------------------------------
   ; check if M or P keys are pressed
   ;-------------------------------------------
     
     If CollisionMethod=0
        
        Select ScanCode()
              ; If M is pressed, step to the next collision mode
            Case  50
                SpriteCollisionMode Sprite,Mod(GetSpriteCollisionMode(Sprite)+1,6)
                FlushKeys
                
              ; if P ios press toggle Pixel Mode collisions on or off
            Case  25
                pixelMode=1-PixelMode
                FlushKeys
        EndSelect
     EndIf
     
     
     
   ;-------------------------------------------
   ; check if the users wanted to move the camera
   ;-------------------------------------------
     If LeftKey()  Then     MoveCamera Cam,-2,0
     If RightKey() Then     MoveCamera Cam,2,0
     If UpKey()    Then     MoveCamera Cam,0,-2
     If DownKey()  Then     MoveCamera Cam,0,2
     
     SetCursor 0,0
     Ink $ffffff
     
     Ink -1
     If CollisionMethod=0
        Print "Method:SpriteitMap"
        Print "Sprite Collision Mode:"+GetSpriteCOllisionModeName(Sprite)
        Print "Pixel Mode:"+Str$(pixelMode)
     Else
        Print "Method:SpriteitMapPixels"
     EndIf
     Ink colour
     Print "Collision:"+Message$
     
     Sync
  Loop
  
  
  
  
Function GetSpriteCOllisionModeName(ThisSprite)
  
  Name$="Unknown"
  If GetSpriteStatus(ThisSPrite)
     Select GetSpriteCollisionMode(ThisSprite)
             
         Case 0
             Name$="Static Rect (Vector)"
             
         Case 1
             Name$="Rotated Rect (Vector)"
             
         Case 2
             Name$="Circle (Vector)"
             
         Case 3
             Name$="Shape (Vector)"
             
         Case 4
             Name$="Sliding Mode (World Sliding)"
             
         Case 5
             Name$="Sticky Mode (World Sliding)"
             
         Case 6
             Name$="Pixel Perfect"
             
     EndSelect
  EndIf
  
EndFunction Name$
  
  
  
;     -----------------------------------------------------
;     ------------->> Build Random Map Scene <<------------
;     -----------------------------------------------------
  
  
Function Build_Random_Map(BlockWidth,BlockHeight)
  
  
  BackdropColour=$008f00
  
  screen=NewFXImage(2400,1600)
  RenderToImage screen
  Cls  BackdropColour
  CircleC 800,400,400,true,$8f8f8f
  CircleC 1700,400,400,true,$0f8faf
  
  For lp=0 To 150
     x=Rnd(2400)
     y=Rnd(1600)
     rx=RndRange(50,150)
     ry=RndRange(10,50)
     EllipseC x,y,rx,ry,true, BackdropColour
  Next
  
  
  Map=NewMap(50)
  
; Create 1024 FX BLocks for this map
  CreateMapGFX  Map,BlockWidth,BlockHeight,1024,BackdropColour,2
  
  BlocksX=GetSurfaceWidth()/BlockWidth
  BlocksY=GetSurfaceHeight()/BlockWidth
  
  Level=NewLevel(Map,BlocksX,BlocksY)
  LevelTransparent Map,Level,0
  GetMapBlk Map,Tile,0,0
  
  Tile=1
  For ylp=0 To GetLevelHeight(map,level)-1
     Ypos=ylp*BlockHeight
     If Ypos+BlockHeight<=GetSurfaceHeight()
        For xlp=0 To GetLevelWidth(map,level)-1
           Xpos=xlp*BlockWidth
           GetMapBlk Map,Tile,Xpos,ypos
           
           If GetMapBlockTransparent(Map,Tile)>-1
              PokeLevelTile Map,Level,xlp,ylp,tile
              tile++
           EndIf
           If Tile=>GetMapBlocks(Map) Then ExitFor ylp
        Next
     EndIf
  Next
  
  
  MapDebug Map,true
  RenderToScreen
  
EndFunction Map,Level
  
  
  
  
  
 
Related Info: CircleHitMap | CircleHitMapPixels | CircleOccludeMap | EllipseHitMap | Maps | PointHitMapPixels | QuadHitMap | QuadHitMapPixels | QuadOccludeMap | RectOccludeMap | ShapeHitMap | ShapeHitMapPixels | SpriteHit | SpriteHitMap | Sprites | SpritesOverlap | TriangleHitMap | TriangleHitMapPixels | TriangleOccludeMap :
 


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