Yeah, it's like we have a community here or something. Who new? :) - Dan
On Wed, Feb 20, 2008 at 12:51 PM, Troy Gilbert <[EMAIL PROTECTED]> wrote: > > > http://troygilbert.com/category/game-dev/ > > Wow, first time I've ever seen someone else link to my blog on this > list! ;-) Sweet, thanks... guess I am helping! > > And he's right. Here's the direct link: > > > http://troygilbert.com/2007/06/25/pixel-perfect-collision-detection-in-actionscript3/ > > Also, it ranks pretty high if you just google "pixel perfect collision > detection in as3". > > It will do exactly what you want. It factors in the complete > transforms of the display objects, doesn't care what kind of display > object they are, and does the checking at a pixel-perfect level and at > given alpha threshold. It's pretty efficient, checking only the > minimal amount of pixels, and returns a rectangle that bounds the > overlapping pixels. > > If you read the comments there are some suggestions for potential > speed improvements. While those suggestions definitely work in native > apps using hardware with really fast blitters, I'm not sure if the AS3 > overhead would cancel out the savings in this case as I've not done > any testing. My gut is that it would, in which case the code provided > is about as fast as it gets for pixel-perfect collision detection. > > The reason you're previous code didn't work for you (as I mentioned in > the blog post) is that when doing hit tests Flash sees a bitmap as its > rectangle, not as individual pixels with alpha, which is why you can't > "click through" a bitmap's transparent regions to reach an object > below it unless you manually forward the mouse event. > > Troy. > >

