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  • as3的碰撞检测类

    as3的碰撞检测类

    /**
     *
     * *--------------------------*
     * |  *** as3的碰撞检测类 ***  |
     * *--------------------------*
     *
     * 编辑修改收录:fengzi(疯子、wu341、wgq341)
     *
     * 不会写代码,我是代码搬运工。
     *
     * 联系方式:QQ(493712833)。
     *
     * 随   笔: https://www.cnblogs.com/fengziwu/
     *
     * 版权协议:请自觉遵守LGPL协议,欢迎修改、复制、转载、传播给更多需要的人。
     * 免责声明:任何因使用此软件导致的纠纷与软件/程序开发者无关。
     * 日   期: 2020.03.15
     *
     */
    
    package fengzi.util
    {
    
    	import flash.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
    	{
    
    		/**
    		* as3的碰撞检测
    		* @param   target1         显示对象1
    		* @param   target2         显示对象2
    		* @return   Boolean      
    		*/
    		public static function complexHitTestObject( target1:DisplayObject, target2:DisplayObject,  accuracy:Number = 1 ):Boolean
    		{
    			return complexIntersectionRectangle( target1, target2, accuracy ).width != 0;
    		}
    
    		public static function intersectionRectangle( target1:DisplayObject, target2:DisplayObject ):Rectangle
    		{
    			// If either of the items don't have a reference to stage, then they are not in a display list
    			// or if a simple hitTestObject is false, they cannot be intersecting.
    			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, accuracy:Number = 1 ):Rectangle
    		{
    			if ( accuracy <= 0 )
    			{
    				throw new Error("ArgumentError: Error #5001: Invalid value for accuracy",5001);
    			}
    
    			// If a simple hitTestObject is false, they cannot be intersecting.
    			if (! target1.hitTestObject(target2))
    			{
    				return new Rectangle();
    			}
    
    			var hitRectangle:Rectangle = intersectionRectangle(target1,target2);
    			// If their boundaries are no interesecting, they cannot be intersecting.
    			if (hitRectangle.width * accuracy < 1 || hitRectangle.height * accuracy < 1)
    			{
    				return new Rectangle();
    			}
    
    			var bitmapData:BitmapData = new BitmapData(hitRectangle.width * accuracy,hitRectangle.height * accuracy,false,0x000000);
    
    			// Draw the first target.
    			bitmapData.draw( target1, HitTest.getDrawMatrix( target1, hitRectangle, accuracy ), new ColorTransform( 1, 1, 1, 1, 255, -255, -255, 255 ) );
    			// Overlay the second target.
    			bitmapData.draw( target2, HitTest.getDrawMatrix( target2, hitRectangle, accuracy ), 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 accuracy;
    			if ( accuracy != 1 )
    			{
    				intersection.x /=  accuracy;
    				intersection.y /=  accuracy;
    				intersection.width /=  accuracy;
    				intersection.height /=  accuracy;
    			}
    
    			intersection.x +=  hitRectangle.x;
    			intersection.y +=  hitRectangle.y;
    
    			return intersection;
    		}
    
    
    		protected static function getDrawMatrix( target:DisplayObject, hitRectangle:Rectangle, accuracy: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 ( accuracy != 1 )
    			{
    				matrix.scale( accuracy, accuracy );
    			}
    
    			return matrix;
    		}
    
    	}
    
    }
    v;
    

      

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  • 原文地址:https://www.cnblogs.com/fengziwu/p/13702560.html
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