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RectHitSpritePixels | |
CollisionState = RectHitSpritePixels(X1, Y1, X2, Y2, SpriteIndex, Accuracy#) | |
Parameters: X1 = The top left X coordinate of the rectangle Y1 = The top left Y coordinate of the rectangle X2 = The bottom right X coordinate of the rectangle Y2 = The bottom right Y coordinate of the rectangle SpriteIndex = The Sprite to check for collision against Accuracy# = The level of accuracy that should be used. |
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Returns: CollisionState = The result of the collision query (0= No collision ,1 = Collision) |
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The RectHitSpritePixels function detects if a collision occurs between a rectangle and the solid pixels (none transparent) of a sprite. Example Accuracy Values 0.25 = Reduce collision accuracy to 25% 0.50 = Reduce collision accuracy to 50% 0.75 = Reduce collision accuracy to 75% 1.00 = Set collision accuracy to 100% 2.00 = Set collision accuracy to 200% FACTS: * The Accuracy parameter allows the user to fine tune the quality of the pixel level sprite collisions. Generally speaking the lower the quality the faster the comparison. On the flip side the higher the quality the more accurate, but slower the comparison. It's up to the user to choose an accuracy level that is appropriate for your images and the performance of your game. * Pixels level collisions ignore the sprites transparent colour. * See SpriteCollisionMode for more information about the available collision modes. Mini Tutorial: This example creates a random image, creates 10 randomly positioned sprites on the screen using this image. The main loop rotates the sprites while scans them for collisions using RectHitSpritePixels
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