Hi,
I'm having problems with collision box. Right now, I have sprites with their home redefined that can be rotated and scaled but the collision box remain the same. The sprite number could be anything because I created a function to create the sprites with data instead of hard code.
Is there a way to see the collition box?. Also, is there a way to detect collition by pixel instead?
Is there a way to display the collition box?
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raimondzCreated:
Man, I wish there was a hitbox viewer for debug mode. You'd have to make one yourself, sorry. Sprites only get one hitbox each, and that's your lot for collision.
EDIT: Whoops, I didn't even notice your original question. There's a flag in SPCOL that enables hitbox adjustment on scaling. Check the help, I'm ill and tired right now.
Thanks but that doesn't solve the problem at all. I had to define the collition box again and use the scale property to solve the problem.
Edit: By define the collition box again, I mean this:
SPCOL sprite_number, x,y,w,h,flag . Before I was using only SPCOL sprite_number,flag.
Since I'm using SPHOME, I had to move the collision box because that wasn't done automatically.
I need help with collision!
I thought that only apply to the graphic layer. Well, I'm going to test that a tell you if that work.Also, is there a way to detect collition by pixel instead?You can check whats been drawn to the screen at a certain pixel location with GSPOITVariable = GSPOIT( X-coordinate,Y-coordinate )Return Values Color code consisting of an 8-bit value for each ARGB element
I thought that only apply to the graphic layer. Well, I'm going to test that a tell you if that work.You aren't wrong. GSPOIT is for reading from a graphic page.
* By default, GRP4 contains sprites and GRP5 contains BG images.You can use your sprite's offsets to check if the sprite is solid at a certain pixel on the sprite graphic page, and then check if the destination pixel is solid on your BG or main page.