Il existe beaucoup de type de jeu ou l’on a besoin de savoir très précisément (au pixel) le moment ou un objet touche un autre !
on a vu dans l’article précédent les problemes d’utilisation du hitTestObject
… on va l’oublier pour voir une méthode complétement différente qui va permettre une détection parfaite des collisions.
je ne suis pas l’auteur du code, voici l’article original :
http://troygilbert.com/2007/06/pixel-perfect-collision-detection-in-actionscript3/
la classe :
package lol.jeux { import flash.display.BitmapData; import flash.display.BitmapDataChannel; import flash.display.BlendMode; import flash.display.DisplayObject; import flash.display.DisplayObjectContainer; import flash.geom.Matrix; import flash.geom.Point; import flash.geom.Rectangle; /** * Tester une collision entre 2 DisplayObject */ public final class Collision { public static function testCollision(target1:DisplayObject, target2:DisplayObject, commonParent:DisplayObjectContainer):Boolean { // get bounding boxes in common parent's coordinate space var rect1:Rectangle = target1.getBounds(commonParent); var rect2:Rectangle = target2.getBounds(commonParent); // find the intersection of the two bounding boxes var intersectionRect:Rectangle = rect1.intersection(rect2); if (intersectionRect.size.length > 0) { // size of rect needs to integer size for bitmap data intersectionRect.width = Math.ceil(intersectionRect.width); intersectionRect.height = Math.ceil(intersectionRect.height); // get the alpha maps for the display objects var alpha1:BitmapData = getAlphaMap(target1, intersectionRect, BitmapDataChannel.RED, commonParent); var alpha2:BitmapData = getAlphaMap(target2, intersectionRect, BitmapDataChannel.GREEN, commonParent); // combine the alpha maps alpha1.draw(alpha2, null, null, BlendMode.LIGHTEN); // calculate the search color var searchColor:uint = 0x010100; // find color var collisionRect:Rectangle = alpha1.getColorBoundsRect(searchColor, searchColor); collisionRect.x += intersectionRect.x; collisionRect.y += intersectionRect.y; if (collisionRect != null && collisionRect.size.length > 0) { return true; } return false; }else{ // no intersection return false; } } private static function getAlphaMap(target:DisplayObject, rect:Rectangle, channel:uint, commonParent:DisplayObjectContainer):BitmapData { // calculate the transform for the display object relative to the common parent var parentXformInvert:Matrix = commonParent.transform.concatenatedMatrix.clone(); parentXformInvert.invert(); var targetXform:Matrix = target.transform.concatenatedMatrix.clone(); targetXform.concat(parentXformInvert); // translate the target into the rect's space targetXform.translate(-rect.x, -rect.y); // draw the target and extract its alpha channel into a color channel var bitmapData:BitmapData = new BitmapData(rect.width, rect.height, true, 0); bitmapData.draw(target, targetXform); var alphaChannel:BitmapData = new BitmapData(rect.width, rect.height, false, 0); alphaChannel.copyChannel(bitmapData, bitmapData.rect, new Point(0, 0), BitmapDataChannel.ALPHA, channel); return alphaChannel; } } }
l’utilisation de la classe est extrêmement simple, un simple Collision.testCollision(sprite1, sprite2)
permet de renvoyer un booléen qui indique s’il y a une collision ou non entre sprite1 et sprite2.
Une chose importante a savoir que vous avez surement remarqué dans le code de classe, c’est l’utilisation des BitmapData
pour calculer la détection, c’est assez lourd surtout dans un moteur qui sera exécute au minimum 20 à 30 fois par seconde.
Si votre jeu a 1 objet mobile a tester sur 10 objets fixes, ca ne posera pas de probleme, si au contraire il y a plusieurs 100aine d’objets fixes (un niveau crée a partir d’une grille), le jeu va devenir injouable car beaucoup trop lent.
Pour contourner ce probleme il existe une solution toute simple :
il suffit de mettre tous les objets fixes dans le meme Sprite
et de ne tester pour collision que ce Sprite
avec l’objet mobile.
Voyons un exemple concret pour illustrer l’utilisation de la classe.
Un jeu tout simple ou l’on doit déplacer un véhicule dans un unique niveau, des bonus a prendre sur le trajet, des murs a éviter et une zone de fin.
Tous les objets utilisés dans le jeu seront des sprites importés d’une bibli (un SWF).
Les sprites utilisés (mur, bonus, fin, véhicule) :
Le jeu (les touches fléchés déplacent le véhicule) :
Petite explication sur ce qui ce passe dans la méthode testerCollision
:
- Le véhicule est testé avec le sprite qui contient tous les blocs mur
- Le véhicule est testé avec le sprite qui contient tous les bonus, si une collision est détecté une boucle est lancé pour trouver le bonus (pratique s’il y a un grand nombre de bonus)
- Le véhicule est testé avec le sprite de fin
On a donc que 3 tests pour la détection de collisions a faire a chaque frame.
Dans ce petit niveau, il y a un total de 530 Sprites, il aurait été impossible de tester le véhicule avec tous ces sprites a chaque frame du jeu !
La bonne solution est de les grouper dans des conteneurs suivant leurs roles dans le jeu :
-les objets qui font exploser le véhicule (perdre la partie)
-les objets qui apportent un bonus
-…
Le but de tout ceci est de limiter les ressources utilisés pour la détection des collisions !
Le code du jeu :
package { import flash.display.Sprite; import flash.events.Event; import flash.events.KeyboardEvent; import flash.ui.Keyboard; import lol.controle.FpsInfo; import lol.jeux.Collision; [SWF(width = 600, height = 600, backgroundColor = 0x0, frameRate = 30)] /** * detection parfaite des collisions */ public class test7_Collision extends Sprite { public function test7_Collision():void { if (stage) init(); else addEventListener(Event.ADDED_TO_STAGE, init); } // Les sprites du jeux importés depuis une bibli (un autre SWF) [Embed(source = '../lib/bibli_jeux.swf', symbol='Mur')] private static var Mur:Class; [Embed(source = '../lib/bibli_jeux.swf', symbol='Bonus')] private static var Bonus:Class; [Embed(source = '../lib/bibli_jeux.swf', symbol='Fin')] private static var Fin:Class; [Embed(source = '../lib/bibli_jeux.swf', symbol='Vehicule')] private static var Voiture:Class; // un compteur affichant les FPS + l'utilisation mémoire private var _fps:FpsInfo = new FpsInfo(); // le tableau de bonus private var _tbBonus:Vector.<Sprite>; // les conteneurs private var _spriteFin:Sprite; private var _spriteBonus:Sprite; private var _spriteMurs:Sprite; // la voiture private var _spriteVoiture:Sprite; // utilisé par le moteur de déplacement private var _gauche:Boolean = false; private var _droite:Boolean = false; private var _haut:Boolean = false; private var _bas:Boolean = false; private const VITESSE_MAX:Number = 8; private const VITESSE_ACCELERATION:Number = 0.1; private const VITESSE_FRICTION:Number = 0.98; private var _vitesseVoiture:Number = 0; private const ROTATION_MAX:Number = 6; private const ROTATION_ACCELERATION:Number = 0.6; private const ROTATION_FRICTION:Number = 0.7; private var _vitesseRotationVoiture:Number = 0; private function init(e:Event = null):void { removeEventListener(Event.ADDED_TO_STAGE, init); //stage.scaleMode = 'noScale'; //stage.align = 'LT'; // creerNiveau(); // _fps.x = 13; _fps.y = 555; this.addChild(_fps); // stage.addEventListener(KeyboardEvent.KEY_DOWN, evtStageKeyDown); stage.addEventListener(KeyboardEvent.KEY_UP, evtStageKeyUp); stage.addEventListener(Event.ENTER_FRAME, evtStageEnterFrame); } // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ // ————————————————————————————————— moteur du jeu ——————————————————————————————————— // ___________________________________________________________________________________ private function evtStageEnterFrame(ev:Event):void { deplacerVoiture(); testerCollision(); _fps.rafraichir(); } // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ // ————————————————————————————— gestion des collisions —————————————————————————————— // ___________________________________________________________________________________ private function testerCollision():void { // test d'une collision sur le sprite contenant les murs if ( Collision.testCollision(_spriteVoiture, _spriteMurs, this) ) { // BOOOOOUUM : R.A.Z _vitesseRotationVoiture = _vitesseVoiture = 0; creerNiveau(); } // test d'une collision sur le sprite contenant les bonus if ( Collision.testCollision(_spriteVoiture, _spriteBonus, this) ) { var l:uint = _tbBonus.length; for (var i:int = 0; i < l; i++) { // Trouver le bonus qui a déclenché la collision if ( Collision.testCollision(_spriteVoiture, _tbBonus[i], this) ) { // l'effacer et l'enlever du tableau _spriteBonus.removeChild(_tbBonus[i]); _tbBonus.splice(i, 1); return; } } } // test d'une collision sur le shape fin if ( Collision.testCollision(_spriteVoiture, _spriteFin, this) ) { // GAGNÉ _vitesseRotationVoiture = _vitesseVoiture = 0; creerNiveau(); } } // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ // ——————————————————————————————— Déplacement voiture ——————————————————————————————— // ___________________________________________________________________________________ private function evtStageKeyUp(ev:KeyboardEvent):void { if (ev.keyCode == Keyboard.LEFT) { _gauche = false; } if (ev.keyCode == Keyboard.RIGHT) { _droite = false; } if (ev.keyCode == Keyboard.UP) { _haut = false; } if (ev.keyCode == Keyboard.DOWN) { _bas = false; } } private function evtStageKeyDown(ev:KeyboardEvent):void { if (ev.keyCode == Keyboard.LEFT) { _gauche = true; } if (ev.keyCode == Keyboard.RIGHT) { _droite = true; } if (ev.keyCode == Keyboard.UP) { _haut = true; } if (ev.keyCode == Keyboard.DOWN) { _bas = true; } } private function deplacerVoiture():void { if ( _gauche ) { _vitesseRotationVoiture -= ROTATION_ACCELERATION; if ( _vitesseRotationVoiture < -ROTATION_MAX ) { _vitesseRotationVoiture = -ROTATION_MAX; } }else if ( _droite ) { _vitesseRotationVoiture += ROTATION_ACCELERATION; if ( _vitesseRotationVoiture > ROTATION_MAX ) { _vitesseRotationVoiture = ROTATION_MAX; } } // ralentissement de la vitesse de rotation if ( !_gauche && !_droite ) { _vitesseRotationVoiture *= ROTATION_FRICTION; } if ( _haut ) { _vitesseVoiture += VITESSE_ACCELERATION; if ( _vitesseVoiture > VITESSE_MAX ) { _vitesseVoiture = VITESSE_MAX; } }else if ( _bas ) { _vitesseVoiture -= VITESSE_ACCELERATION * 2; if ( _vitesseVoiture < 0 ) { _vitesseVoiture = 0; } } // ralentissement de la vitesse de déplacement if ( !_haut && !_bas ) { _vitesseVoiture *= VITESSE_FRICTION; } _spriteVoiture.rotation += _vitesseRotationVoiture; var angleRad:Number = _spriteVoiture.rotation * Math.PI / 180; var dx:Number = Math.cos(angleRad) * _vitesseVoiture; var dy:Number = Math.sin(angleRad) * _vitesseVoiture; _spriteVoiture.x += dx; _spriteVoiture.y += dy; } // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ // ———————————————————————————————— Création du niveau ——————————————————————————————— // ___________________________________________________________________________________ private function creerNiveau():void { var largNiveau:uint = 600; var hautNiveau:uint = 600; var largCase:uint = 10; var hautCase:uint = 10; var totalCaseLarg:uint = largNiveau / largCase; var totalCaseHaut:uint = hautNiveau / hautCase; // obligé de commenter le tableau qui permet de générer le niveau car il fait planter // le plugin qui est censé colorié le code Actionscript /* var tbGrille:Array = [ [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1], [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1], [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 0, 1], [1, 0, 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[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], ]; */ _tbBonus = new Vector.<Sprite>(); // "voiture" if ( _spriteVoiture ) { this.removeChild(_spriteVoiture); } _spriteVoiture = new Voiture(); this.addChild(_spriteVoiture); // création du conteneur destiné aux murs if ( _spriteMurs ) { this.removeChild(_spriteMurs); } _spriteMurs = new Sprite(); this.addChild(_spriteMurs); // création du conteneur destiné aux bonus if ( _spriteBonus ) { this.removeChild(_spriteBonus); } _spriteBonus = new Sprite(); this.addChild(_spriteBonus); // création de la zone de fin if ( _spriteFin ) { this.removeChild(_spriteFin); } _spriteFin = new Fin(); this.addChild(_spriteFin); var nbBonus:uint = 0; var s:Sprite; for (var i:uint = 0; i < totalCaseHaut; i++) { for (var j:int = 0; j < totalCaseLarg; j++) { switch (tbGrille[i][j]) { case 1 : // murs s = new Mur(); s.x = j * largCase; s.y = i * hautCase; _spriteMurs.addChild(s); break; case 3 : // placer voiture _spriteVoiture.x = j * largCase; _spriteVoiture.y = i * largCase; _spriteVoiture.rotation = 0; break; case 4 : // placer fin _spriteFin.x = j * largCase; _spriteFin.y = i * hautCase; break; case 5 : // bonus s = new Bonus(); s.name = "bonus" + nbBonus; nbBonus++; s.x = j * largCase; s.y = i * hautCase; _spriteBonus.addChild(s); _tbBonus.push(s); break; } } } } } }
Le code utilisé dans cette classe provient des articles précédents sur la création de jeu, sauf celui de la méthode creerNiveau
mais un futur article traitera de cette partie.