碰撞

package com.game.tools
{
 
	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
	{
 
		public static function complexHitTestObject( target1:DisplayObject, target2:DisplayObject,  accurracy:Number = 1 ):Boolean
		{
			return complexIntersectionRectangle( target1, target2, accurracy ).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, accurracy:Number = 1 ):Rectangle
		{			
			if( accurracy <= 0 )
				throw new Error( "ArgumentError: Error #5001: Invalid value for accurracy", 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 * accurracy < 1 || hitRectangle.height * accurracy < 1 ) return new Rectangle();
 
			var bitmapData:BitmapData = new BitmapData( hitRectangle.width * accurracy, hitRectangle.height * accurracy, false, 0x000000 );	
 
			// Draw the first target.
			bitmapData.draw( target1, HitTest.getDrawMatrix( target1, hitRectangle, accurracy ), new ColorTransform( 1, 1, 1, 1, 255, -255, -255, 255 ) );
			// Overlay the second target.
			bitmapData.draw( target2, HitTest.getDrawMatrix( target2, hitRectangle, accurracy ), 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 accurracy
			if( accurracy != 1 )
			{
				intersection.x /= accurracy;
				intersection.y /= accurracy;
				intersection.width /= accurracy;
				intersection.height /= accurracy;
			}
 
			intersection.x += hitRectangle.x;
			intersection.y += hitRectangle.y;
 
			return intersection;
		}
 
 
		protected static function getDrawMatrix( target:DisplayObject, hitRectangle:Rectangle, accurracy: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( accurracy != 1 ) matrix.scale( accurracy, accurracy );
 
			return matrix;
		}
 
	}
 
}

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转载自blog.csdn.net/jackson_0606/article/details/8781066