I Wan't to check the collision from radial Elements.
The Problem is, currently i check only the pixels as an rectangle because the other images are native with HTML-Elements.
I'm only using the canvas to draw the boundary background to check the alpha-transparency.
this.checkCollision = function checkCollision() {
var width = 34;
var height = 32;
var image = _context.getImageData(_position.x - (height / 2), _position.y - (width / 2), width, height);
var pixels = image.data;
var size = image.data.length;
// HERE I WANT TO CHECK A RADIAL AREA
for(var index = 0; index < size; index += 4) {
var RED = image.data[index];
var GREEN = image.data[index + 1];
var BLUE = image.data[index + 2];
var ALPHA = image.data[index + 3];
if(_debug) {
document.querySelector('#debug').innerHTML = JSON.stringify({
POSITION: _position,
INDEX: index,
COLOR: {
R: RED,
G: GREEN,
B: BLUE,
A: ALPHA
}
}, 0, 1);
}
if(ALPHA !== 0) {
return true;
}
}
_context.putImageData(image, 0, 0);
return false;
};
Preview
Here is a working Fiddle:
https://jsfiddle.net/2bLfd6xp/
How i can select a radial pixel range on getImageData
to check the collision with the alpha-transparency from the boundary.png
?
My idea is to modify the pixel data array from here:
var image = _context.getImageData(_position.x - (height / 2), _position.y - (width / 2), width, height);
and remove the invisible edges
. But what is the best practice to calculate from an rectangle based pixel array an radial area to remove these unwanted pixels?
For sample:
var image = _context.getImageData(_position.x - (height / 2), _position.y - (width / 2), width, height);
var radial_area = selectRadialArea(image, radius);
function selectRadialArea(pixelArray, radius) {
/*
Modify `pixelArray` with given `radius`...
All pixels outside the `radius` filled with `null`...
*/
return theNewArray;
}
I've found the answer with logical thinking:
First, we create a temporary drawable context and draw in this new area two elemengts:
The resulted Uint8ClampedArray
will be compared with the original Uint8ClampedArray
. If the area is RED, we hide the pixels with null-entries:
this.rectangleToRadial = function rectangleToRadial(source, width, height) {
var test = document.createElement('canvas');
var context = test.getContext('2d');
// Create an transparent circle and a red removeable area
context.beginPath();
context.fillStyle = 'rgba(255, 0, 0, 1)';
context.fillRect(0, 0, width, height);
context.globalCompositeOperation = 'destination-out';
context.arc(width / 2, height / 2, width / 2, 0, 2 * Math.PI);
context.fillStyle = 'rgba(0, 0, 0, 1)';
context.fill();
// get the data
var destination = context.getImageData(0, 0, width, height);
var size = destination.data.length;
// check the pixels
for(var index = 0; index < size; index += 4) {
var RED = destination.data[index];
var GREEN = destination.data[index + 1];
var BLUE = destination.data[index + 2];
var ALPHA = destination.data[index + 3];
/*
if the >>red removeable area<< is given, null the pixel from the source
*/
if(RED == 255 && GREEN == 0 && BLUE == 0) {
// Remove this from source
source.data[index] = null;
source.data[index + 1] = null;
source.data[index + 2] = null;
source.data[index + 3] = null;
}
}
// Return the source `Uint8ClampedArray`
return source;
};
It was easy, when we try to think :)
var image = _context.getImageData(_position.x - (height / 2), _position.y - (width / 2), width, height);
var pixels = this.rectangleToRadial(image, width, height);