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### #Actualsuperman3275

Posted 25 September 2012 - 10:07 AM

Well, in SFML you set floatrects (Rectangles that can have coordinates that are floating point values) up around the sprite.
Something along the lines of:
sf::floatrect floatrect1;
sf::floatrect floatrect2;
//
// SET FLOATRECTS COORDS TO SPRITES
//
if (floatrect1.Intersects(floatrect2))
{
//COLLISION
}

if there isn't an intersect function for bounding boxes, write your own using the coordinates of the floatrects.
(I didn't write down the specific code because I didn't have time, also you might not know SFML/C++)

### #2superman3275

Posted 25 September 2012 - 10:07 AM

Well, in SFML you set floatrects (Rectangles that can have coordinates that are floating point values) up around the sprite.
Something along the lines of:
sf::floatrect floatrect1;
sf::floatrect floatrect2;
//
// SET FLOATRECTS COORDS TO SPRITES
//
floatrect1.Intersects(floatrect2);

if there isn't an intersect function for bounding boxes, write your own using the coordinates of the floatrects.
(I didn't write down the specific code because I didn't have time, also you might not know SFML/C++)

### #1superman3275

Posted 25 September 2012 - 10:06 AM

Well, in SFML you set floatrects (Rectangles that can have coordinates that are floating point values) up around the sprite.
Something along the lines of:
floatrect 1;
floatrect2;
//
// SET FLOATRECTS COORDS TO SPRITES
//
floatrect1.Intersects(floatrect2);

if there isn't an intersect function for bounding boxes, write your own using the coordinates of the floatrects.
(I didn't write down the specific code because I didn't have time, also you might not know SFML/C++)

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