Spritesheet per pixel collision XNA

Posted by Jixi on Game Development See other posts from Game Development or by Jixi
Published on 2012-05-29T20:24:04Z Indexed on 2012/05/30 17:02 UTC
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So basically i'm using this:

 public bool IntersectPixels(Rectangle rectangleA, Color[] dataA,Rectangle rectangleB, Color[] dataB)
    {
        int top = Math.Max(rectangleA.Top, rectangleB.Top);
        int bottom = Math.Min(rectangleA.Bottom, rectangleB.Bottom);
        int left = Math.Max(rectangleA.Left, rectangleB.Left);
        int right = Math.Min(rectangleA.Right, rectangleB.Right);
        for (int y = top; y < bottom; y++)
        {
            for (int x = left; x < right; x++)
            {
                Color colorA = dataA[(x - rectangleA.Left) + (y - rectangleA.Top) * rectangleA.Width];
                Color colorB = dataB[(x - rectangleB.Left) + (y - rectangleB.Top) * rectangleB.Width];
                if (colorA.A != 0 && colorB.A != 0)
                {
                    return true;
                }
            }
        }
        return false;
    }

In order to detect collision, but i'm unable to figure out how to use it with animated sprites.

This is my animation update method:

public void AnimUpdate(GameTime gameTime)
    {
        if (!animPaused)
        {
            animTimer += (float)gameTime.ElapsedGameTime.TotalMilliseconds;
            if (animTimer > animInterval)
            {
                currentFrame++;
                animTimer = 0f;
            }
            if (currentFrame > endFrame || endFrame <= currentFrame || currentFrame < startFrame)
            {
                currentFrame = startFrame;
            }
            objRect = new Rectangle(currentFrame * TextureWidth, frameRow * TextureHeight, TextureWidth, TextureHeight);
            origin = new Vector2(objRect.Width / 2, objRect.Height / 2);
        }
    }

Which works with multiple rows and columns.

and how i call the intersect:

    public bool IntersectPixels(Obj me, Vector2 pos, Obj o)
{
Rectangle collisionRect = new Rectangle(me.objRect.X, me.objRect.Y, me.objRect.Width, me.objRect.Height);
                    collisionRect.X += (int)pos.X;
                    collisionRect.Y += (int)pos.Y;
if (IntersectPixels(collisionRect, me.TextureData, o.objRect, o.TextureData))
{
    return true;
}
return false;

}

Now my guess is that i have to update the textureData everytime the frame changes, no? If so then i already tried it and miserably failed doing so :P

Any hints, advices?

If you need to see any more of my code just let me know and i'll update the question.

Updated almost functional collisionRect:

collisionRect = new Rectangle((int)me.Position.X, (int)me.Position.Y, me.Texture.Width / (int)((me.frameCount - 1) * me.TextureWidth), me.Texture.Height);

What it does now is "move" the block up 50%, shouldn't be too hard to figure out.

Update:

Alright, so here's a functional collision rectangle(besides the height issue)

collisionRect = new Rectangle((int)me.Position.X, (int)me.Position.Y, me.TextureWidth / (int)me.frameCount - 1, me.TextureHeight);

Now the problem is that using breakpoints i found out that it's still not getting the correct color values of the animated sprite.

So it detects properly but the color values are always:

R:0 G:0 B:0 A:0

??? disregard that, it's not true afterall =P For some reason now the collision area height is only 1 pixel..

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