如果您想要一个具有高效 CPU 使用率的像素完美碰撞检测,请尝试此功能:
trace("Collided: " + (areaOfCollision(mc1, mc2) != null));
trace("Where: " + areaOfCollision(mc1, mc2));
function areaOfCollision(object1:DisplayObject, object2:DisplayObject, tolerance:int = 255):Rectangle {
if (object1.hitTestObject(object2)) {
var limits1:Rectangle = object1.getBounds(object1.parent);
var limits2:Rectangle = object2.getBounds(object2.parent);
var limits:Rectangle = limits1.intersection(limits2);
limits.x = Math.floor(limits.x);
limits.y = Math.floor(limits.y);
limits.width = Math.ceil(limits.width);
limits.height = Math.ceil(limits.height);
if (limits.width < 1 || limits.height < 1) return null;
var image:BitmapData = new BitmapData(limits.width, limits.height, false);
var matrix:Matrix = object1.transform.concatenatedMatrix;
matrix.translate(-limits.left, -limits.top);
image.draw(object1, matrix, new ColorTransform(1, 1, 1, 1, 255, -255, -255, tolerance));
matrix = object2.transform.concatenatedMatrix;
matrix.translate(-limits.left, -limits.top);
image.draw(object2, matrix, new ColorTransform(1, 1, 1, 1, 255, 255, 255, tolerance), BlendMode.DIFFERENCE);
var intersection:Rectangle = image.getColorBoundsRect(0xFFFFFFFF, 0xFF00FFFF);
if (intersection.width == 0) return null;
intersection.offset(limits.left, limits.top);
return intersection;
}
return null;
}
在初步成功后hitTestObject()
,此函数在后台从两个对象的形状中获取快照,每个对象都涂有不同的颜色,然后将它们与新的颜色相交,返回Rectangle
结果形状的形状。非常酷。
要了解有关Pixel Perfect Collision Detection的更多信息,您可以在 Google Collision Detection后面加上以下名称之一:“ The ActionScript Man ”、“ Troy Gilbert ”、“ Boulevart (wim) ”、“ Grant Skinner (gSkinner) ”或“ Senocular ”。顺便说一句,这些家伙是很棒的 AS3 参考。