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Learning AndEngine by Martin Varga

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Collision detection

One of the most basic interactions in games is a collision of two entities. There are several ways to detect collisions. In this chapter, we will cover basic entity collisions. The other popular methods are pixel-perfect collisions and physics engine collisions.

We are going to look at physics engine collisions in Chapter 6, Physics. There is an extension for pixel-perfect collisions as well, but it is unofficial and created for an older version of AndEngine.

The basic collision detection works with the underlying geometry. For example, a sprite is actually a texture drawn on a quad (two triangles). When creating sprites that will be a part of collision detection, we should take extra care about their bounding boxes.

Let's see ...

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