If part of the head is anywhere to the right of the red square, a hit’s registered. rect ( itemx, itemy, 10, 10 ) # red item Add a new if statement to the draw() function. The snake’s trail will not trigger any collisions, just the solid white square at its ‘head’. The collision test will be handled using a single if statement and we’ll build-up the conditional expression one piece at a time. To begin with AABBs, add a collectable item – a red square – to the stage: def draw (). For even greater accuracy, there are polygonal bounding volumes that can accommodate just about any shape, but these require a heap of involved math! In a few chapters time, we’ll take a look at circular collision volumes. Left to right: a smaller bounding box multiple bounding boxes a bounding circle. Complex bounding volumes can cause a significant increase in processing overhead, and as a result, slow or jerky performance. Be aware, though, that each obstacle, item, and enemy on screen is tested for collisions with every other obstacle, item, and enemy. You could even combine bounding- boxes and circles. We can attempt to improve the perceived accuracy by shrinking the bounding box, using multiple boxes, or employing a different yet comparably performant shape – like, a circle. Invader: "What? Dude! That sooo didn't hit me!" Of course, many games assets are not perfectly rectangular, so one must sacrifice some accuracy. With AABB collision testing, a rectangular bounding box encapsulates each collide-able element. We’ll look at one of the most basic forms of collision detection techniques, namely, axis-aligned bounding boxes (or AABBs). There are many algorithms for this – the more accurate types, though, are more demanding on your system (and coding skills). To establish if two or more shapes have intersected within a game, one performs collision detection tests.
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