Basic Per Pixel Collision
Contents
Introduction
This will build on the rectangle bounds collision method. Below is an example of per pixel collision:
Characters
I have declared the following Textures & 2 vectors to control the position of these. I have also added two Color arrays to store the colours within the player & enemy:
Texture2D enemy;
Texture2D player;
Vector2 ppos, epos;
Color[] playerTextureData;
Color[] enemyTextureData;
In reality your project will probably create a class for player and a class for enemy. This will then include the texture, position and so on for your character. For simplicity and for the fear of giving you a complete player class definition, or to give you a complete collision detection method, I will show you how to check for a collision between two object by creating bounding rectangles and checking for an intersection.
In the Initialize method for the game I have set the position vectors for my player and enemy:
ppos = new Vector2(0, 0);
epos = new Vector2(300, 300);
// Set a constant player move speed
playerMoveSpeed = 8.0f;
LoadContent Section
You will need to add the following lines to the LoadContent section:
// Extract collision data
enemyTextureData = new Color[enemy.Width * enemy.Height];
enemy.GetData(enemyTextureData);
playerTextureData = new Color[player.Width * player.Height];
player.GetData(playerTextureData);
The code above will create an array of the colour of every pixel in both textures. The enemyTextureData is first given a size, and then the GetData method is used to populate the array with the appropriate values.
New Method
Create a new method in your Game1.cs:
static bool IntersectPixels(Rectangle rectangleA, Color[] dataA, Rectangle rectangleB, Color[] dataB)
In the new method add the following lines:
// Find the bounds of the rectangle intersection
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);
top, bottom, left, and right will create a rectangle of the intersecting textures. What we now need to do is to check the colour data for this intersecting rectangle. If either colours are transparent then it is not a collision, but if both the player texture colour and the enemy texture colour aren't transparent then a collision has occurred:
// Check every point within the intersection bounds
for (int y = top; y < bottom; y++)
{
for (int x = left; x < right; x++)
{
// Get the color of both pixels at this point
Color colorA = dataA[(x - rectangleA.Left) + (y - rectangleA.Top) * rectangleA.Width];
Color colorB = dataB[(x - rectangleB.Left) + (y - rectangleB.Top) * rectangleB.Width];
// If both pixels are not completely transparent,
if (colorA.A != 0 && colorB.A != 0)
{
// then an intersection has been found
return true;
}
}
}
Player Movement
I have already created the basic player movement:
if (GamePad.GetState(PlayerIndex.One).Buttons.Back ==
ButtonState.Pressed || Keyboard.GetState().IsKeyDown(
Keys.Escape))
Exit();
// Save the previous state of the keyboardso we can determine single key presses
previousKeyboardState = currentKeyboardState;
// Read the current state of the keyboard and store it
currentKeyboardState = Keyboard.GetState();
if (currentKeyboardState.IsKeyDown(Keys.Left))
{
ppos.X -= playerMoveSpeed;
}
if (currentKeyboardState.IsKeyDown(Keys.Right))
{
ppos.X += playerMoveSpeed;
}
if (currentKeyboardState.IsKeyDown(Keys.Up))
{
ppos.Y -= playerMoveSpeed;
}
if (currentKeyboardState.IsKeyDown(Keys.Down))
{
ppos.Y += playerMoveSpeed;
}
This is from the Update method. It will allow your player to move around, you can't have collisions if you can't move.
Create Player Rectangle
// Get bounds of enemy
Rectangle playerRectangle = new Rectangle((int)ppos.X, (int)ppos.Y, player.Width, player.Height);
The (int) is an example of casting, this will convert the value ppos.X to an integer. The rectangle points are its X & Y (ie top right corner), and then the width and height are used to get the bottom left corner.
Create Enemy Rectangle
// Get bounds of enemy
Rectangle enemyRectangle = new Rectangle((int)epos.X, (int)epos.Y, enemy.Width, enemy.Height);
This is the same as above except using the enemy.
Checking if they overlap
Now we have the 2 rectangles you can use these and the colour data to check for an intersection. This use the new method you created above:
// Get bounds of enemy
if (IntersectPixels(playerRectangle, playerTextureData, enemyRectangle, enemyTextureData))
{
A COLLISION HAS TAKEN PLACE AND YOUR PROGRAM SHOULD DO SOMETHING
}
My example altered the movement values changed before the collision detection:
if (IntersectPixels(playerRectangle, playerTextureData, enemyRectangle, enemyTextureData))
{
if (currentKeyboardState.IsKeyDown(Keys.Left))
{
ppos.X += playerMoveSpeed;
}
if (currentKeyboardState.IsKeyDown(Keys.Right))
{
ppos.X -= playerMoveSpeed;
}
if (currentKeyboardState.IsKeyDown(Keys.Up))
{
ppos.Y += playerMoveSpeed;
}
if (currentKeyboardState.IsKeyDown(Keys.Down))
{
ppos.Y -= playerMoveSpeed;
}
}