tink博客上的一个碰撞检测类,思路是:用flash自带的hitTestObject预判断,再基于像素重叠检测碰撞。
原文链接:http://www.tink.ws/blog/as-30-hittest
代码如下:package ws.tink.display
{
importflash.display.BitmapData;
import flash.display.BlendMode;
import flash.display.DisplayObject;
import flash.display.Sprite;
import flash.geom.ColorTransform;
import flash.geom.Matrix;
import flash.geom.Point;
import flash.geom.Rectangle;
public class HitTest
{
public static function complexHitTestObject( target1:DisplayObject,target2:DisplayObject, accurracy:Number = 1):Boolean
{
return complexIntersectionRectangle( target1, target2, accurracy).width != 0;
}
public static function intersectionRectangle(target1:DisplayObject, target2:DisplayObject ):Rectangle
{
// If either of the items don't have a reference to stage, thenthey are not in a display list
// or if a simple hitTestObject is false, they cannot beintersecting.
if( !target1.root || !target2.root || !target1.hitTestObject(target2 ) ) return new Rectangle();
// Get the bounds of each DisplayObject.
var bounds1:Rectangle = target1.getBounds( target1.root );
var bounds2:Rectangle = target2.getBounds( target2.root );
// Determine test area boundaries.
var intersection:Rectangle = new Rectangle();
intersection.x = Math.max(bounds1.x, bounds2.x );
intersection.y = Math.max( bounds1.y, bounds2.y );
intersection.width = Math.min( ( bounds1.x + bounds1.width ) - intersection.x, (bounds2.x + bounds2.width ) - intersection.x );
intersection.height = Math.min( ( bounds1.y + bounds1.height ) -intersection.y, ( bounds2.y + bounds2.height ) - intersection.y);
return intersection;
}
public static function complexIntersectionRectangle(target1:DisplayObject, target2:DisplayObject, accurracy:Number = 1):Rectangle
{
if( accurracy <= 0 ) throw new Error("ArgumentError: Error #5001: Invalid value for accurracy", 5001);
// If a simple hitTestObject is false, they cannot beintersecting.
if( !target1.hitTestObject( target2 ) ) return newRectangle();
var hitRectangle:Rectangle = intersectionRectangle( target1,target2 );
// If their boundaries are no interesecting, they cannot beintersecting.
if( hitRectangle.width * accurracy <1 ||hitRectangle.height * accurracy <1 ) return newRectangle();
var bitmapData:BitmapData = new BitmapData( hitRectangle.width *accurracy, hitRectangle.height * accurracy, false, 0x000000);
// Draw the first target.
bitmapData.draw( target1, HitTest.getDrawMatrix( target1,hitRectangle, accurracy ), new ColorTransform( 1, 1, 1, 1, 255,-255, -255, 255 ) );
// Overlay the second target.
bitmapData.draw( target2, HitTest.getDrawMatrix( target2,hitRectangle, accurracy ), new ColorTransform( 1, 1, 1, 1, 255,255, 255, 255 ), BlendMode.DIFFERENCE );
// Find the intersection.
var intersection:Rectangle = bitmapData.getColorBoundsRect(0xFFFFFFFF,0xFF00FFFF );
bitmapData.dispose();
// Alter width and positions to compensate for accurracy
if( accurracy != 1 )
{
intersection.x /= accurracy;
intersection.y /= accurracy;
intersection.width /= accurracy;
intersection.height /= accurracy;
}
intersection.x += hitRectangle.x;
intersection.y += hitRectangle.y;
return intersection;
}
protected static function getDrawMatrix( target:DisplayObject,hitRectangle:Rectangle, accurracy:Number ):Matrix
{
var localToGlobal:Point;;
var matrix:Matrix;
var rootConcatenatedMatrix:Matrix =target.root.transform.concatenatedMatrix;
localToGlobal = target.localToGlobal( new Point( ) );
matrix = target.transform.concatenatedMatrix;
matrix.tx = localToGlobal.x - hitRectangle.x;
matrix.ty = localToGlobal.y - hitRectangle.y;
matrix.a = matrix.a / rootConcatenatedMatrix.a;
matrix.d = matrix.d / rootConcatenatedMatrix.d;
if( accurracy != 1 ) matrix.scale( accurracy, accurracy );
return matrix;
}
}
}
下一篇记下算法的思路。