ActionScript 3.0 :: Pixel Perfect Collision Detection?
Jul 11, 2009
need build pixel based collision dectection class , i have found some classes already built by different people and they are really usefull, but as i want to build one of my own, i need to know basic theory behind tha
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Mar 18, 2010
I was searching for a simple collision detection function for as3, I found Collision Detection Kit, but it is too complicated, I just want a damn function that I give 2 objects as paramenters and that's it.I would like to know where can I find a pixel-perfect collision detection function (The faster, the better)
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Dec 5, 2009
I just thought I'd drop a note here to those who are interested. I recently posted about it on my website and you can download the source for it there too. Here's some excerpts:
Ive run it at 60+ FPS with 7,000 particles, but that actually isnt the limitation (unless your particles are crunching heavy math for eg movement). Rather its the size and number of sprites that were colliding with the particles.
To squeeze all the juice out of Flash I employed a couple tricks. The first was the particles themselvestheyre blitted to a single bitmap which is used as the source image for grabbing collision data from. The particles are also drawn with the raster engine in Flash (multiple setPixel32() ops to give the illusion of a line a choppy one anyway) instead of the vector renderer (lineTo()).
The second trick was to only grab a Vector of pixels from the regions we cared about (within sprite boundaries) every so often, then to loop through the Vector and test it against our desired conditions. Also, since the particle bitmap is more sparse than our sprites as far as opaque pixels go, we test the particle bitmap first, resulting in a lot fewer passes on the first round of conditional statements.
That's the gist of it, but I explain it a bit more in detail in the post. Hope someone finds this useful and please let me know if you come up with something cool using it
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Oct 23, 2011
I'm using a blitting engine that uses bitmapData. No display objects.Is there a fast pixel perfect collision detection available for such a game system?I already tried CDK but that didn't work because it assumes you have display objects which my objects don't use. Sometimes my objects are pretty big and hitTest sucks in this case. I already tried circle-to-circle collisions but that didn't do the trick either.
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Jan 11, 2010
I was told the pixel detection is costly for regular windows games. Is this the same for flash ?? Or would pixel detection be lighter compared to other detections flash has to offer. Flash has the getPixel32 method which makes it easy for detecting pixels. If I am bliting my game, would it be wise to use getPixel32 for collision detection. Or should I just check for specific tiles?? Is getPixel32 limited to the display object it is in ?? In other words, can I detect any pixel regardless of what layer it is on in the display list.I probably can figure this out on my own but I want to ask first to save me some time. But does anyone have any code or good sources on how to go about doing this if it is reasonable.
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Nov 13, 2011
What is the SIMPLEST way to make a pixel perfect hit test class?
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Jan 7, 2010
I'm making an arcade game in as3 and I want to draw pixely(unsmoothed by flash) lines. I'm drawing the pixels 'by hand'(not with flash's lineTo or anything) onto a bitmapdata object. The lines don't appear quite right though, when zoomed out the line is rendered 2 pixels thick at some parts. However by zooming it its apparent that the algorithm is fine and its not doubling the pixels. Changing the quality doesn't seem to change anything.
[Code]...
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Dec 4, 2010
i have a simple movieclip, based off text, with a few frames, and instead of creating an invisible area to do the hit test, is there any way to set the hit area to equal the movieclip's dimensions?, google seems to not be able to provide results, i don't need pixel perfect hit detection, but rectangle detection
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Mar 31, 2007
I have been desperately searching for a way to do pixel perfect collisions, and for someone to explain it to me in detail. explain the code in the .fla file, posted by the Canadian in the frequently asked questions thread on bitmapData hit testing:
[Code]...
after looking through the help files, i must admit they are terribly vague. All you are doing is checking if _alpha is above a certain amount. With movieClips you would use 0->100 but with this hittest you have to use 0->255 (0x00->0xFF)so an _alpha of 50 would correspond to approx 128 (0x80). Nearly all the time you could just use 1 as a hittest parameter so you are checking for any hit at all but maybe you have a shadow in a mc layer and you do not want to check a hit. This is when you might be able to use your threshold parameter. In other words, the hit test will only react to parts of the bitmap which have a greater or equal alpha than the alpha threshold, mostly useful for a shadow.
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Oct 16, 2009
In my file (AS2), I have a small square at the middle of the page. Diagonally to the right, I have a vertical wall which is a rectangle. Pasted inside my small square, I have the code:
onClipEvent(enterFrame) {
if (Key.isDown(Key.RIGHT)) {
if (this.hitTest(Wall._x, Wall._y, false)) _x =
[code]......
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Jul 15, 2011
I have a bunch of different Movieclips from about 10 different classes moving about the stage. What would be the fastest/most efficient way to detect collisions between two of them? They can overlap each other a bit before the collision is detected, so I thought the easiest way would be to draw a couple rectangles that take up a majority of the object for each class and use hitTestObject to see if any of the invisible rectangles of one instance are colliding with the invisible rectangles of another. Is this a good method? I figured that since a bit of overlapping is okay and actually preferred, that two or three rectangles can easily take up all the room I need for each object.
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Jan 18, 2011
When mouse is moved quickly cant get all the pixels it passed through.Actually i am working on a whiteboard application and i am writing by drawing circles in mouse move,when i use line draw curves are not smooth ie y using circles
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Jun 21, 2010
Im currently working on a demo flash game built on AS 2.0. im a very beginner to this flash and AS and im stuck up with a very silly concept though im not able to overcome it. the problem i have is with collision detection ie hit test and im really struggling with it.
[Code]....
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Oct 16, 2010
Im using CDK, and I want to exclude color black.im using this: __collisionList.excludeColor(0x00000000);
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May 3, 2009
Its been many years since I've used flash and I was just wondering what the easiest way to do collision detection was now. I know that there was some hit test bounding box stuff present earlier but I don't know the capabilities of flash cs4 and the advances that have been made. Google searches have yielded things like complex pixel-perfect collision detection but not a lot seems to have been written about CS4 yet.
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Mar 19, 2009
I am trying to get some collision detection working. What I have is a ball moving around the stage. There is a box in the middle which when the ball hits, I would like it to bounce off the box. I can get the x axis working fine using hitTestObject but when I detect for collisions on the y axis, the two axis conflict. Does anyone have a way of doing this properly?[code]
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Aug 25, 2008
So I've been googling around for information on detecting collisions in AS3 and I found this page which has what troy claims to be a 'pixel-perfect' collision detection algorithm:[URL]..
[Code]...
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Oct 28, 2010
HitTestObject seems to check collision of bounddaries of shapes, it seems to consider everything rectangular. Also if one object jumps two pixel and other five pixels on EnterFrame it seems like there won't be any hit detection. Seriously guys what else method do you use, if you use hitTestObject how do you use?
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Apr 19, 2010
I'm making small interactive games in flash to learn AS3,I need to check the collision between the player and the wall which is normally simple using the hitTestObject function.But now I made a wall object totally surrounding the player with corridors and turn, a collision playground so to speak. Now when I use the hitTestObject function to check whether the player is in collision with the wall it tells me it always collides supposedly because the player object is within the bounds of the wall object.So assuming that I'm correct about the error:How can I prevent getting a collision when I'm inside the bounds of the wall object but not touching the actual walls in that object?
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Feb 22, 2012
I'm trying to make a game like Mario. I've made a character which can jump right now, but I've got some problems with collision detection.
I would like my character to jump on a bar, which is placed higher. My collision detection doesn't work at all I gues..I've made a cirle which has a instance name mcMain and I've made a MovieClip of it. T also made a rectangle which has a instance name balkje, I also made aMovieClip of it.
I hope you can tell me what is wrong about my code and what I've to change to make the collision detection work!
[Code]...
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Sep 16, 2009
I have Object "A" that moves around and collides with other objects. There are hundreds of other different objects it can collide with. The only way (I found) to test for collision is to loop through every other object. That seems rather inefficient considering I don't even know how many objects exists. Other objects are constantly created and deleted. So this loop would be rather complicated.Is there a way for object A to receive what other object it collided with so that I can then do some code on that other object. Any way to avoid looping? I later need to find out how to detect what objects are near (within x pixels or so) of object A to decide with which one to interact. Maybe that could also be used now to limit the test of collision? Or maybe it gives someone an idea of what to try?
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Jun 11, 2010
I am in the process of building a project in which several MovieClips "swim" around semi-randomly, and another MovieClip that appears and expands over the mouse on click alters the frequency of the turns. Do do so, I simply need to change the value of a single variable on the first MovieClip's timeline when the two collide. I am using hitTestObject, but I keep running into errors. The expanding MovieClip does not have an instance name, because it only appears when the mouse is clicked, and quickly disappears.
I am receiving the error 1067: Implicit coercion of a value of type Class to an unrelated type flash.display.DisplayObject My code causing my first MovieClip to "swim" is on that MC's timeline, while the rest of the code is on the main timeline.
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Apr 10, 2011
I have this problem: I am making a game with flash cs5, and i am coding in as3 i have written some code, that spawns an child (a fireball) from the character position. i made a movieclip symbol on my main scene, that mc is the "parent" for all the enemies that i am adding but now i need to detect the collision between an enemy child and a fireball child, does anybody know how to do that? if asked i can post some parts of my code
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Apr 26, 2011
Here is part of my code:
Code:
protected function button_clickHandler(event:MouseEvent):void
{
[code].....
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Jun 15, 2011
I need help with one of my Flash projects,I'm trying to use gskinners shape based collision detection, but for some reason I cant get it to work, but im pretty new to using classes, so I dont understand the structure too much. Can i get a tutorial on how to use the gskinner class? im using the as2 version.heres the code, bare with me, there's a lot here. in all codes, mc1 is the track outline MC, and mc2 is the car
basicly im making a 2D top down version of WipEout HD Fury, so file structure is something like this (the .fla is called wipeout as3 because i was initialy coding in as3 and never changed the filename).wipeout as3.fla (the flash file containing all the MCs and animations, but only enough coding to import all of the external code files, as well as the VCam and its script)
the code is;
Code: Select all #include RaceControl.as"
the RaceControl.as is used to determine the Car's control scheme, and refers to a physics code called RaceCar.as. i found it on the interwebs, all credit to matt carpenter;
Code: Select all// Race control
// Create key listener[code]........
the Bounce Function is my own work, and is what i want to happen when a collision is detected.now, the movieclip used for the car is my own drawn design, as is the track, and i want to use GSkinner's shape based collision to detect the collisions properly. so far i have the car driving around quite happily but i need it to collide with the walls of the track, rather than drive right through them.
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Jan 4, 2004
I was wondering how you get the collsion detection to be just what is in the MCs instead of a rectangularness of the movieClip.
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Apr 20, 2010
Im trying desperately to learn figure out how to get the collisons working with the blocks.it works on some blocks some times. Ive tried everything I can think of!testBlocksCollisions() is the function that wont work. I have a clip called ball on the stage a clip called bat and block1-9 on the stageu could also explain where I was going wrong that would be immense.this is my code
Code:
package {
import flash.display.MovieClip;
[code]...
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May 14, 2010
I was wondering what classes do you use for good collision detection for games and similar, I have used Corey Oneil's CDK (Collision Detection Kit url... and an as3 port of the Grant Skinner method (url...) but here's the issue, with the cdk the problem is that I'm using flashdevelop and the compiler is kind of strict so I have to rewrite a lot of thing that function in the normal flash compiler, the gskinner port has a problem about some null object reference.I was wondering if any of you could recommend me some classes or tell me how do you handle your collision detection.
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Apr 7, 2011
I have a collision detection working so when I drag an e.target on a button a flv loads externally onto the stage, but the flv keeps adding to the stage repeatidly. Is there a way I can drag the the e.target onto the button that the flv will only add to the stage once, even though the e.target remains colliding with the button?I cant have a MOUSE_UP event listener as I already have an ENTER_FRAME listener within the if statement.
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May 3, 2011
EDIT :The thread has transitioned into [3d collision detection with as3 ] - check last post I'm in the making of my molehill game, and have now approached a little problem: I have my Terrain and my Mesh(character model). Moving/walking the mesh around was simple enough (X,Z). But when i added elevation to the terrain, i have to add movement in Y depending on the Y pos of the terrains vertices. My terrain does not have a fixed grid, and eventually might not have equal amount of rows per col. The way that i receive the verticeData is through one long vector.
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