Collision detection for non rectangle/circle images
![jmshaull](http://forums.gamesalad.com/applications/dashboard/design/images/defaulticon.png)
My understanding is that for collision with odd image shapes you need to add rectangles behind that image for the proper image collision affect. For example, a collision on a star image would need 10 rectangles at different angles behind the star image.
So many actual problem is that I need that star to be movable in game with collision detection. However I cant do this because those rectangles behind the star image will not move with it. Is there a way to attach these rectangles to the star image? Does anyone have experience with this?
Thanks, Josh
So many actual problem is that I need that star to be movable in game with collision detection. However I cant do this because those rectangles behind the star image will not move with it. Is there a way to attach these rectangles to the star image? Does anyone have experience with this?
Thanks, Josh
Comments
In any actor's edit window, you can make collision detection square or circle, for interest. And finally, "proper" collision detection, i.e ignoring alpha and colliding with actual shape, is on GS's roadmap for a future release.
:-)
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
I've been thinking about polygon collision detection; this system is used in 3D gaming, as you know. So it got me thinking: GS isn't going to include true 3D capabilities some-time soon (i.e probably never) so if it uses the phrase polygon collision in the Roadmap, perhaps it can be utilized in 2D? Perhaps the Box2D engine has or will have the ability to convert shapes into polygons in one plane, coding-wise, then the collision detection stuff applied? That would be accurate to 2D irregular shapes, ignoring alpha without even trying!
What are your/anyone's thoughts?
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