Bitmap Collision

This is a discussion on Bitmap Collision within the Game Programming forums, part of the General Programming Boards category; http://www.ti-x.net/images/collision%20prob.jpg hey guys, i've got htis problem i've been workin on for the whole of today without success basically the ...

  1. #1
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    Bitmap Collision

    http://www.ti-x.net/images/collision%20prob.jpg


    hey guys, i've got htis problem i've been workin on for the whole of today without success

    basically the bitmap is not colliding where it is, its colliding at its origin (the point where its created) and its really getting annoying.

    Is there anything I can do to get the bitmap to actually be the actual size of the bitmap itself rather than just 1 pixel which is the size of the origin where the bitmap is being created.

    I am using wxWidgets btw.
    -Ti22-

  2. #2
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    Create bounding box using the origin, with and height of the bitmap. Then use this for your collision tests.
    "...the results are undefined, and we all know what "undefined" means: it means it works during development, it works during testing, and it blows up in your most important customers' faces." --Scott Meyers

  3. #3
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    how do i create the bounding box using the origin? just draw a rectangle?

    the origin is just a point in space.
    -Ti22-

  4. #4
    Super Moderator VirtualAce's Avatar
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    If you wont be rotating the box:

    Code:
    RECT BoundingVolume;
    
    
    BoundingVolume.left=x;
    BoundingVolume.top=y;
    BoundingVolume.right=x+BitmapWidth;
    BoundingVolume.bottom=y+BitmapHeight;
    Or if you are then use a Direct3D quad.

  5. #5
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    I've draw a rectangle behind for the sprite

    however it still uses the origin (one point) of the rectangle to test the collision detection.
    -Ti22-

  6. #6
    Crazy Fool Perspective's Avatar
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    You dont need to draw the rectangle.. you need to use it to test for collisions. Dont't test the sprite for collisions, test the rectangle.

  7. #7
    Call me AirBronto
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    Like Perspective said you dont draw the bounding rectangle, it is just there. just make the bounding rectangle the size of your sprite or a little less than your sprites size and calculate this size based on your sprite position parameters, so it will follow the sprite. dose this help any? and it sounds like your code is only for testing for a single point of collision so you will have to change that to.

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