[code]//像素级碰撞检测
package
{
import flash.display.BitmapData;
import flash.display.BlendMode;
import flash.display.DisplayObject;
import flash.display.Sprite;
import flash.geom.ColorTransform;
import flash.geom.Matrix;
import flash.geom.Point;
import flash.geom.Rectangle;

public class HitTest
{
/**
* --------------------- 像素级碰撞检测
* @param target1 DisplayObject
* @param target2 DisplayObject
* @param accurracy Number 检测的精度 [0 , 1] 0 <= n <= 1 * @return Boolean */ public static function complexHitTestObject ( target1:DisplayObject, target2:DisplayObject, accurracy:Number = 1 ):Boolean { accurracy > 1 ? accurracy = 1 : 0;
return accurracy <= 0?false:complexIntersectionRectangle(target1,target2,accurracy).width != 0; } /** * -------------------获取矩形边框重叠区域 * @param target1 DisplayObject * @param target2 DisplayObject * @return Rectangle */ public static function intersectionRectangle ( target1:DisplayObject, target2:DisplayObject ):Rectangle { // If either of the items don't have a reference to stage, then they are not in a display list // or if a simple hitTestObject is false, they cannot be intersecting. if ( !target1.root || !target2.root || !target1.hitTestObject( target2 ) ) { return new Rectangle ; } // Get the bounds of each DisplayObject. var bounds1:Rectangle = target1.getBounds( target1.root ); var bounds2:Rectangle = target2.getBounds( target2.root ); // Determine test area boundaries. var intersection:Rectangle = new Rectangle(); intersection.x = Math.max( bounds1.x, bounds2.x ); intersection.y = Math.max( bounds1.y, bounds2.y ); intersection.width = Math.min( ( bounds1.x + bounds1.width ) - intersection.x, ( bounds2.x + bounds2.width ) - intersection.x ); intersection.height = Math.min( ( bounds1.y + bounds1.height ) - intersection.y, ( bounds2.y + bounds2.height ) - intersection.y ); return intersection; } /** * -------------------------- 获取像素重叠区域 * @param target1 DisplayObject * @param target2 DisplayObject * @param accurracy Number 精度 * @return Rectangle */ public static function complexIntersectionRectangle ( target1:DisplayObject, target2:DisplayObject, accurracy:Number = 1 ):Rectangle { if ( accurracy <= 0 ) { throw new Error("ArgumentError: Error #5001: Invalid value for accurracy",5001); } // If a simple hitTestObject is false, they cannot be intersecting. if ( !target1.hitTestObject( target2 ) ) { return new Rectangle ; } var hitRectangle:Rectangle = intersectionRectangle( target1, target2 ); // If their boundaries are no interesecting, they cannot be intersecting. if ( hitRectangle.width * accurracy <1 || hitRectangle.height * accurracy <1 ) { return new Rectangle ; } var bitmapData:BitmapData = new BitmapData( hitRectangle.width * accurracy, hitRectangle.height * accurracy, false, 0x000000 ); // Draw the first target. bitmapData.draw ( target1, HitTest.getDrawMatrix( target1, hitRectangle, accurracy ), new ColorTransform( 1, 1, 1, 1, 255, -255, -255, 255 ) ); // Overlay the second target. bitmapData.draw ( target2, HitTest.getDrawMatrix( target2, hitRectangle, accurracy ), new ColorTransform( 1, 1, 1, 1, 255, 255, 255, 255 ), BlendMode.DIFFERENCE ); // Find the intersection. var intersection:Rectangle = bitmapData.getColorBoundsRect( 0xFFFFFFFF,0xFF00FFFF ); bitmapData.dispose (); // Alter width and positions to compensate for accurracy if ( accurracy != 1 ) { intersection.x /= accurracy; intersection.y /= accurracy; intersection.width /= accurracy; intersection.height /= accurracy; } intersection.x += hitRectangle.x; intersection.y += hitRectangle.y; return intersection; } /** * -------------------------获取MC的矩阵 * @param target DisplayObject * @param hitRectangle Rectangle * @param accurracy Number * @return Matrix */ protected static function getDrawMatrix ( target:DisplayObject, hitRectangle:Rectangle, accurracy:Number ):Matrix { var localToGlobal:Point; var matrix:Matrix; var rootConcatenatedMatrix:Matrix = target.root.transform.concatenatedMatrix; localToGlobal = target.localToGlobal( new Point( ) ); matrix = target.transform.concatenatedMatrix; matrix.tx = localToGlobal.x - hitRectangle.x; matrix.ty = localToGlobal.y - hitRectangle.y; matrix.a = matrix.a / rootConcatenatedMatrix.a; matrix.d = matrix.d / rootConcatenatedMatrix.d; if ( accurracy != 1 ) { matrix.scale ( accurracy, accurracy ); } return matrix; } } }[/code]