class flixel.util.FlxCollision
Available on all platforms
FlxCollision * * @link http://www.photonstorm.com * @author Richard Davey / Photon Storm
Class Fields
static function createCameraWall(Camera:FlxCamera, Placement:Int, Thickness:Int, ?AdjustWorldBounds:Bool = false):FlxGroup
Creates a "wall" around the given camera which can be used for FlxSprite collision * *
Camera | The FlxCamera to use for the wall bounds (can be FlxG.camera for the current one) * |
Placement | CAMERAWALLOUTSIDE or CAMERAWALLINSIDE * |
Thickness | The thickness of the wall in pixels * |
AdjustWorldBounds | Adjust the FlxG.worldBounds based on the wall (true) or leave alone (false) * |
returns | FlxGroup The 4 FlxTileblocks that are created are placed into this FlxGroup which should be added to your State |
static function pixelPerfectCheck(Contact:FlxSprite, Target:FlxSprite, ?AlphaTolerance:Int = 1, ?Camera:FlxCamera = null):Bool
A Pixel Perfect Collision check between two FlxSprites. It will do a bounds check first, and if that passes it will run a * pixel perfect match on the intersecting area. Works with rotated and animated sprites. May be slow, so use it sparingly. * *
Contact | The first FlxSprite to test against * |
Target | The second FlxSprite to test again, sprite order is irrelevant * |
AlphaTolerance | The tolerance value above which alpha pixels are included. Default to 1 (anything that is not fully invisible). * |
Camera | If the collision is taking place in a camera other than FlxG.camera (the default/current) then pass it here * |
returns | Whether the sprites collide |
static function pixelPerfectPointCheck(PointX:Int, PointY:Int, Target:FlxSprite, ?AlphaTolerance:Int = 1):Bool
A Pixel Perfect Collision check between a given x/y coordinate and an FlxSprite * *
PointX | The x coordinate of the point given in local space (relative to the FlxSprite, not game world coordinates) * |
PointY | The y coordinate of the point given in local space (relative to the FlxSprite, not game world coordinates) * |
Target | The FlxSprite to check the point against * |
AlphaTolerance | The alpha tolerance level above which pixels are counted as colliding. Default to 1 (anything that is not fully invisible). * |
returns | Boolean True if the x/y point collides with the FlxSprite, false if not |