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Found 4 results

  1. Hi, I'm running into an issue regarding collision detection against adjacent DisplayObjects. Let's say I have sibling objects that are a child of a Container that has been rotated. If I use getBounds() on the siblings they return a bounding box that is oriented to cardinal north. Using those bounds for collision detection may result in false positives, because the given bounds may not follow the actual shape and orientation of the DisplayObject. I created a codepen to illustrate the point: When you toggle the "rotate" buttons at the bottom of the pen you will see the purple box morp
  2. Hi guys, I'm working in a project and emerged a matter about how to do hitTest?Who can help? thanks!
  3. Hi Guys Frogive me if this is a silly question but how do I do a hit test using pixi? if(hitTest(obj1, obj2)){ do something}; I'm busy writing a function to do this but I would imagine there has to be an easier way. Thanks for your help Lemons
  4. Hi forum, I am working on a proof of concept for a game where i need to be able to place buildings (like any RTS you know). I already have some terrain generation going (I do not use tilemaps) with trees and later on other stuff. I'd like to know if it is possible somehow to calculate where a user can place buildings, and possible even draw (using PIXI.Graphics) a green colored area (around the building) where it is possible to place / install it. Circle based collisions would help at this stage, but alpha channel transparency checks would be better: i have tree textures as transparent 256
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