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as3的碰撞檢測類

as3的碰撞檢測類

/**
 *
 * *--------------------------*
 * |  *** as3的碰撞檢測類 ***  |
 * *--------------------------*
 *
 * 編輯修改收錄:fengzi(瘋子、wu341、wgq341)
 *
 * 不會寫程式碼,我是程式碼搬運工。
 *
 * 聯絡方式:QQ(493712833)。
 *
 * 隨   筆: https://www.cnblogs.com/fengziwu/
 *
 * 版權協議:請自覺遵守LGPL協議,歡迎修改、複製、轉載、傳播給更多需要的人。
 * 免責宣告:任何因使用此軟體導致的糾紛與軟體/程式開發者無關。
 * 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的碰撞檢測
		* @param   target1         顯示物件1
		* @param   target2         顯示物件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;