How does collision detection work in 2D graphics?

How does collision detection work in 2D graphics?

Collision detection in 2D graphics is fairly straight-forward. You are normally trying to see whether two rectangular areas are in any way touching or overlapping each other. The rectangles to test for overlapping are the vertical and horizontal extents of the two bitmap images you want to perform collision detection on.

Can you do collision detection on one point?

One thing to consider is that often, collision detection is really only needed for a rather small object hitting a rather larger object. In this case, it makes sense to try to decide on a single point to perform collision detection on. Can we do this? Well, yes, but we have to be careful about which pixel to choose for the collision detection.

Are there any issues with collision detection in Python?

The main issue with your code is that you are using a class only as a container of methods. There is no state associated. In such conditions, using plain methods is less confusing. However, looking at your Translate method, you could use your class as an extension of a list that perform collision detection on its own items.

How to do collision detection in sprite engine?

You are normally trying to see whether two rectangular areas are in any way touching or overlapping each other. The rectangles to test for overlapping are the vertical and horizontal extents of the two bitmap images you want to perform collision detection on. A simple implementation of this method, using our existing sprite engine, is as follows:

Why is X dimension tested first in collision detection?

Note that the x dimension is tested first: this is because all graphical modes are wider than they are tall, and so if a point is not colliding with a certain object, it’s more likely to be because it’s too far away from the object in the horizontal dimension than the vertical dimension.

How are bitmap images stored for collision detection?

The key to understanding this method is that bitmap images are stored with the assumption that the transparent color (black) is conventionally represented by zero. So we first set up the left, right, top, and bottom temporary variables, and then proceed to do a standard test to see if the passed point is within the object’s bounding box.