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produce glitchy bitmap displays if the x and y position values of bitmaps contain negative numbers. It also makes some other bitmap calculations more confusing than they need to be. For these reasons, I m going to keep the registration point at the top-left corner for all the bitmaps in the next few chapters. Keep this in mind when you look at any code that involves the width, height, or center points of bitmaps. That s why, in the code from BitmapCollision, the star bitmap is centered to the mouse s position like this: _s1.bitmap.x = stage.mouseX - 100; _s1.bitmap.y = stage.mouseY - 100; The star s size is 200 by 200 pixels. To center it over the mouse, its top-left corner must be 100 pixels above and to the left of the mouse s position.
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Figure 5-3. Bitmap registration points are at the top-left corner. There s a magic formula for bitmap collision with the BitmapData.hitTest method. This is it: bitmapData_A.hitTest ( new Point(bitmapA.x, bitmapA.y), alphaValueA, bitmapB, new Point(bitmapB.x, bitmapB.y), alphaValueB ) I know, it s a rat s nest to look at! Figure 5-4 is diagram that decodes what s going on for you. When you get a bit of practice using it, you ll see that it s not as bad as it looks at first. You ll be using this same standard format over and over again. The formula contains a lot of information, but it s all really helpful. (The line breaks are just to help make the code a bit more readable, so, if you want to, you can keep everything on one really long line.)
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Figure 5-4. BitmapData s hitTest method hitTest is a method of the BitmapData class. Here are a few things you need to know about its parameters: The point for the first bitmap should define its top-left corner. However, it can be any point. You don t need to use the x and y position of the bitmap. In these first few example files, the game objects xPos and yPos values from their model classes are used, which is typical. But in the examples later in this chapter, you ll see how useful it can be to use different values. The second object doesn t need to be a Bitmap object. It can also be a Point or a Rectangle object. If you want pixel-perfect collision, then it should be a Bitmap object. But if you don t need as much accuracy, Point and Rectangle objects are faster to process. You ll see how this works when we look at destroying things, near the end of the chapter. If the second object isn t a Bitmap object, you don t need to include the second Point object. The alpha values determine the solid parts of the bitmap. If the value is 255, completely opaque (solid) parts of the bitmap are used for the collision test. A value of 0 means that completely transparent areas are used for testing. You can use any value between 0 and 255 to define points of semitransparency to be used for the collision test. Don t worry if you feel like that s a lot of information right now. For most games, it s unlikely that you ll need to modify any of the parameters from what we ve used in this example. Copy and paste with glee!
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The problems with bitmap collision
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Pixel-perfect collision without any math Is it too good to be true Sadly, yes! As helpful as bitmap collision can be, it comes at a very high price: It s dreadfully slow. Collision What s a collision
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