as3的碰撞檢測類
阿新 • • 發佈:2020-09-21
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;