示例#1
0
bool np::Collision::BoundingBoxColl(sf::Sprite &object1, sf::Sprite &object2)
{

  leftA = object1.GetPosition().x;
  rightA = object1.GetPosition().x + object1.GetSubRect().GetWidth();
  topA = object1.GetPosition().y;
  bottomA = object1.GetPosition().y + object1.GetSubRect().GetHeight();


  leftB = object2.GetPosition().x;
  rightB = object2.GetPosition().x + object2.GetSubRect().GetWidth();
  topB = object2.GetPosition().y;
  bottomB = object2.GetPosition().y + object2.GetSubRect().GetHeight();

  if(bottomA <= topB)
  return false;

  if(topA >= bottomB)
  return false;

  if(leftA >= rightB)
  return false;

  if(rightA <= leftB)
  return false;

  return true;

}
示例#2
0
bool Collision::PixelPerfectTest(const sf::Sprite& Object1, const sf::Sprite& Object2, sf::Uint8 AlphaLimit) {
        //Get AABBs of the two sprites
    sf::IntRect Object1AABB = GetAABB(Object1);
    sf::IntRect Object2AABB = GetAABB(Object2);

    sf::IntRect Intersection;

    if (Object1AABB.Intersects(Object2AABB, &Intersection)) {

        //We've got an intersection we need to process the pixels
        //In that Rect.

        //Bail out now if AlphaLimit = 0
        if (AlphaLimit == 0) return true;

        //There are a few hacks here, sometimes the TransformToLocal returns negative points
        //Or Points outside the image.  We need to check for these as they print to the error console
        //which is slow, and then return black which registers as a hit.

        sf::IntRect O1SubRect = Object1.GetSubRect();
        sf::IntRect O2SubRect = Object2.GetSubRect();

        sf::Vector2i O1SubRectSize(O1SubRect.GetWidth(), O1SubRect.GetHeight());
        sf::Vector2i O2SubRectSize(O2SubRect.GetWidth(), O2SubRect.GetHeight());

        sf::Vector2f o1v;
        sf::Vector2f o2v;
        //Loop through our pixels
        for (int i = Intersection.Left; i < Intersection.Right; i++) {
            for (int j = Intersection.Top; j < Intersection.Bottom; j++) {

                o1v = Object1.TransformToLocal(sf::Vector2f(i, j)); //Creating Objects each loop :(
                o2v = Object2.TransformToLocal(sf::Vector2f(i, j));

                //Hack to make sure pixels fall withint the Sprite's Image
                if (o1v.x > 0 && o1v.y > 0 && o2v.x > 0 && o2v.y > 0 &&
                        o1v.x < O1SubRectSize.x && o1v.y < O1SubRectSize.y &&
                        o2v.x < O2SubRectSize.x && o2v.y < O2SubRectSize.y) {

                    //If both sprites have opaque pixels at the same point we've got a hit
                    if ((Object1.GetPixel(static_cast<int> (o1v.x), static_cast<int> (o1v.y)).a > AlphaLimit) &&
                            (Object2.GetPixel(static_cast<int> (o2v.x), static_cast<int> (o2v.y)).a > AlphaLimit)) {
                        return true;
                    }
                }
            }
        }
        return false;
    }
    return false;
}
示例#3
0
/*!
 * \param Obj The object
 * \return The bounding box of the object
 */
sf::IntRect Collision::GetBoundingBox(const sf::Sprite &Obj)
{
    const sf::Vector2f &Position(Obj.GetPosition());
    const sf::IntRect &SubRect(Obj.GetSubRect());
    return sf::IntRect(Position.x, Position.y, Position.x + SubRect.GetWidth(),
                       Position.y + SubRect.GetHeight());
}
示例#4
0
sf::IntRect Colision::getIntRect(const sf::Sprite &sprite) 
{ 
	const sf::Vector2f &pos(sprite.GetPosition()); 
	const sf::IntRect  &sub_rect(sprite.GetSubRect()); 
	sf::IntRect int_rect((int)pos.x, (int)pos.y, (int)(pos.x + sub_rect.GetWidth()), (int)(pos.y + sub_rect.GetHeight()));

	return (int_rect); 
}