thank you for you sharing ,its very kind of you.But i find a problem .
//SDEBUG(LEVEL_DEBUG, âdraggingâ, âCollision test (intersects/pixelPerfect): retVal=%s; rect1=%s; rect2=%s; intersection=%s; numPixels=%d; CC_CONTENT_SCALE_FACTOR=%.2f; s1.scale=%.2f; s2.scale=%.2f;â,
//BOOLStr(retVal), RectStr(r1), RectStr(r2), RectStr(intersection), numPixels, CC_CONTENT_SCALE_FACTOR(), sprite1->getScale(), sprite2->getScale());
what is the SDBUG and BOOLStr
How is performance wise? specially in low-end mobile devices.
Iâm using two ETC1 textures for my sprite atlasheet (RGB + alpha split). It might be useful to use only the alpha texture to perform this test.
Hi - I was looking at this line in PixelCollision::collidesWithSprite, and sometimes collisions donât work. Is this because my sprites do not have the same parents ? Sometimes it seems that r1.intersectsRect(r2) returns false, even though they appear to overlap on screen.