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TriangleHitSpritePixels | |
CollisionState = TriangleHitSpritePixels(X1, Y1, X2, Y2, X3, Y3, SpriteIndex, Accuracy#) | |
Parameters: X1 = The X1 coordinate of the triangle Y1 = The Y1 coordinate of the triangle X2 = The X2 coordinate of the triangle Y2 = The Y2 coordinate of the triangle X3 = The Y3 coordinate of the triangle Y3 = The Y3 coordinate of the triangle SpriteIndex = The Sprite to check for collision against Accuracy# = The level of accuracy that should be used. |
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Returns: CollisionState = The result of the collision query (0= No collision ,1 = Collision) |
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The TriangleHitSpritePixels function detects if a collision occurs between a Triangle and any pixel within a sprite. Example Accuracy Values 0.25 = Reduce collision accuracy to 25% 0.50 = Reduce collision accuracy to 50% 0.75 = Reduce collision accuracy to 75% 1.00 = Set collision accuracy to 100% 2.00 = Set collision accuracy to 200% FACTS: * The Accuracy parameter allows the user to fine tune the quality of the pixel level sprite collisions. Generally speaking the lower the quality the faster the comparison. On the flip side the higher the quality the more accurate, but slower the comparison. It's up to the user to choose an accuracy level that is appropriate for your images and the performance of your game. * Pixels level collisions ignore the sprites transparent colour. * Also see SpriteCollisionMode, SpritesInShape & QuadHitSpritePixels Mini Tutorial: This example creates a random image, creates 10 randomly positioned sprites on the screen using this image. The main loop rotates the sprites while scans them for collisions using TriangleHitSpritePixels
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