EXAMPLE SOURCE CODE



 Manually Doing Pixel Perfect Sprite Collisions (Examples & Video)

By: Kevin Picone Added: May 2nd, 2018

Category: All,Sprites,Collision

Manually Doing Pixel Perfect Sprite Collisions (Examples & Video)

 In this example we look over three methods for doing Pixel Perfect sprite collisions manually in  program code, rather than using the built in sprite collision method (see SpriteCollisionMode) .  

 Sprite Collision Method 1:   Raw Image (point by point) - The first example computes the common area the two sprites share and then reads the source pixels from the source sprite, checks for a mask colour then does the same for the Destination sprite.  If the two pixels are Not mask colour, then we have a collision.     This method works but there's a lot of surface overhead constantly pulling individual pixels from the surfaces via Point()  


Sprite Collision Method 2:  Byte Mask (Preprocess images into a 8bit Collision Mask) - The second method actually works almost the same as the first, except this time we create a collision mask of each image. The mask is an 8 bit version of the image, where each byte in the mask is either 0 for transparent or 1 for solid.    The sprite collision routine then  uses the same logic as method #1 but directly reads the mask bytes rather than reading pixels.   This means it doesn't matter what type of image format (video/ FX/ AFX) the cost of reading the mask is the same regardless.


 Sprite Collision Method #3:  Span Buffer (Preprocess the images into a span list of hard pixels only) - The last method we look at is an extension to the mask concept, expect rather than store pixel data, we scan the image and make list of hard spans (none transparent pixels) for each row.   Each span is just two values, the  starting coordinate and length of the span.  The data structure contains a table at the top of offsets into the span list, so we can look up each row as need be.    Rows with no solid pixels, don't create any data, so we're only every comparing solid pixels to solid pixels.  The regions might not overlap, but for most sprites it all boils down to only a couple of compares per row..

 
 PlayBasic has a number of sprite collision methods built in, ranging from simple bounding box intersections, rotated bounding box,  Vector Shape ( Polygon Collision supporting Convex / Concave & complex polygons),  Various sliding methods through to Pixel Perfect collision mode.



Video

 



Sample Code

   This is the pixel perfect sprite collision function from the first demo, it basically just computes if the two sprites share a common area and then runs through the pixel data point() by point() exiting when it finds two pixels that aren't mask colour



PlayBasic Code:
; *=---------------------------------------------------------------------=*
; *=---------------------------------------------------------------------=*
; *=---------------------------------------------------------------------=*
;				>> Sprite Hit Pixels <<
; *=---------------------------------------------------------------------=*
; *=---------------------------------------------------------------------=*
; *=---------------------------------------------------------------------=*
;     This function check if two spites overlap at pixel level.  
;
;
; *=---------------------------------------------------------------------=*
		
		constant SpriteHitPixels_DEBUG = false
		
		
function SpriteHitPixels(SrcSprite,DestSprite)
			
		SrcX1		=GetSpriteX(SrcSprite)+GetSpriteHandleX(SrcSprite)
		SrcY1		=GetSpriteY(SrcSprite)+GetSpriteHandleY(SrcSprite)
		SrcWidth	=GetSpriteWidth(SrcSprite)
		SrcHeight=GetSpriteHeight(SrcSprite)
		

		DestX1		=GetSpriteX(DestSprite)+GetSpriteHandleX(DestSprite)
		DestY1		=GetSpriteY(DestSprite)+GetSpriteHandleY(DestSprite)
		DestWidth	=GetSpriteWidth(DestSprite)
		DestHeight	=GetSpriteHeight(DestSprite)

		//  Manually check if the two sprites at least share the same area

		; 
		if (SrcX1+SrcWidth)  > DestX1
			if SrcX1				<(DestX1+DestWidth)
			
				if (SrcY1+SrcHeight)  > DestY1
					if SrcY1				<(DestY1+DestHeight)

							//Status=true
			
							// Scan through smallest region  of the two
							OldSurface			=GetSurface()
							
							SrcImage				=GetSpriteImage(SrcSprite)
							SrcImageMaskColour =GetImageMaskColour(SrcImage)
							
							DestImage				=GetSpriteImage(DestSprite)
							DestImageMaskColour  =GetImageMaskColour(DestImage)
							

							// Compute the rect the two images share
							ClipX1=MaxVal(SrcX1,DestX1)
							ClipX2=MinVal(SrcX1+SrcWidth,DestX1+DestWidth)
	
							ClipY1=MaxVal(SrcY1,DestY1)
							ClipY2=MinVal(SrcY1+SrcHeight,DestY1+DestHeight)
	
	
							#IF SpriteHitPixels_DEBUG=true
								Boxc DestX1,DestY1,DestX1+DestWidth,DestY1+DestHeight,False, Rgb(255,0,0)
								Box ClipX1,ClipY1,ClipX2,ClipY2,false
							#ENDIF


							// Translate the world space cords to local 
							// image space cordinates
							
							OffsetX  =SrcX1 -DestX1
							OffsetY  =SrcY1 -DestY1
							

							ClipX1 -=SrcX1
							ClipX2 -=SrcX1
							ClipY1 -=SrcY1
							ClipY2 -=SrcY1

							OldSurface=GetSurface()


							// Brute force scan through images
							for ScanLPY = ClipY1 to ClipY2

							   // Check if this row overlap	
								rendertoimage SrcImage
								for ScanLPX = ClipX1 to ClipX2
						
										ThisPixel1=Point(ScanLPX,ScanLPY)
										if ThisPixel1!=SrcImageMaskColour

											rendertoimage DestImage
						
										   ThisPixel2=Point(OffsetX+ScanLPX,OffsetY+ScanLPY)
											if ThisPixel2!=DestImageMaskColour
												STATUS=TRUE

												#IF SpriteHitPixels_DEBUG=false
												 eXITfor ScanLpY
												#endif	

												#IF SpriteHitPixels_DEBUG=true
													rendertoimage 0
													dotc OffsetX+ScanLPX,OffsetY+ScanLPY,$00ff00	;ThisPixel2										
												#endif
											endif
											rendertoimage SrcImage
										endif
								next
							next
			
							rendertoimage OldSurface
			
					endif	
				endif	
				
			endif	
		endif	

EndFunction Status








Downloads

   The examples are attached to this post. Log in to download them.



.
Download: Login to Download





Release Type: The source code & tutorials found on this site are released as license ware for PlayBasic Users. No Person or Company may redistribute any file (tutorial / source code or media files) from this site, without explicit written permission.


 

 
     
 
       

(c) Copyright 2002 / 2024 Kevin Picone , UnderwareDesign.com  - Privacy Policy   Site: V0.99a [Alpha]