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.
>  
>

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