© Rex van der Spuy 2017

Rex van der Spuy, The Advanced Game Developer's Toolkit, 10.1007/978-1-4842-1097-0_3

3. Tile-Based Collision

Rex van der Spuy

(1)Toronto, Ontario, Canada

There are two main ways that you can check for collisions in games. The first is to compare the x and y pixel positions of sprites on the screen. If their shapes are overlapping, you have a collision. This is a collision detection strategy called narrow-phase collision. If you’ve used a game engine with collision functions that might have names like hitTestRectangle or hitTestCircle to check whether shapes are overlapping, it’s likely that these are narrow-phase collision functions. They use vector math (linear algebra) to figure out if the shapes of the sprites are overlapping. ...

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