Functions
Bitmap Circle Collision
-
Bitmap Circle Collision
(
bmp
:
Bitmap
pt :Point 2D
circ :Circle
) -
Bitmap Circle Collision
(
bmp
:
Bitmap
x :Double
y :Double
circ :Circle
) -
Bitmap Circle Collision
(
bmp
:
Bitmap
cell :Integer
translation :Matrix 2D
circ :Circle
) -
Bitmap Circle Collision
(
bmp
:
Bitmap
cell :Integer
pt :Point 2D
circ :Circle
) -
Bitmap Circle Collision
(
bmp
:
Bitmap
cell :Integer
x :Double
y :Double
circ :Circle
)
Bitmap Circle Collision
Tests if a bitmap drawn at Pt
would intersect with a circle.
- Return Type
-
Boolean
True if a drawn pixel in the cell of the bitmap will intersect with
Circ
when drawn. - Parameters
-
Name Type Description Bmp The bitmap to test
Pt The location where the bitmap is drawn
Circ The circle to test
- Signatures
-
bool bitmap_circle_collision(bitmap bmp, const point_2d &pt, const circle &circ)
public bool Bitmap.BitmapCircleCollision(Point2D pt, Circle circ); public static bool SplashKit.BitmapCircleCollision(Bitmap bmp, Point2D pt, Circle circ);
function BitmapCircleCollision(bmp: Bitmap; const pt: Point2D; const circ: Circle): Boolean
def bitmap_circle_collision_at_point(bmp, pt, circ):
Bitmap Circle Collision
Tests if a bitmap drawn at X
, Y
would intersect with a circle.
- Return Type
-
Boolean
True if a drawn pixel in the bitmap will intersect with
Circ
when drawn. - Parameters
-
Name Type Description Bmp The bitmap to test
X Double
The x location where the bitmap is drawn
Y Double
The y location where the bitmap is drawn
Circ The circle to test
- Signatures
-
bool bitmap_circle_collision(bitmap bmp, double x, double y, const circle &circ)
public bool Bitmap.BitmapCircleCollision(double x, double y, Circle circ); public static bool SplashKit.BitmapCircleCollision(Bitmap bmp, double x, double y, Circle circ);
function BitmapCircleCollision(bmp: Bitmap; x: Double; y: Double; const circ: Circle): Boolean
def bitmap_circle_collision(bmp, x, y, circ):
Bitmap Circle Collision
Tests if a bitmap cell drawn using a passed in translation, will intersect with a circle. You can use this to detect collisions between bitmaps and circles.
- Return Type
-
Boolean
True if a drawn pixel in the cell of the bitmap will intersect with
Circ
when drawn. - Parameters
-
Name Type Description Bmp The bitmap to test
Cell Integer
The cell of the bitmap to check
Translation The matrix used to transfrom the bitmap when drawing
Circ The circle to test
- Signatures
-
bool bitmap_circle_collision(bitmap bmp, int cell, const matrix_2d &translation, const circle &circ)
public bool Bitmap.BitmapCircleCollision(int cell, Matrix2D translation, Circle circ); public static bool SplashKit.BitmapCircleCollision(Bitmap bmp, int cell, Matrix2D translation, Circle circ);
function BitmapCircleCollision(bmp: Bitmap; cell: Integer; const translation: Matrix2D; const circ: Circle): Boolean
def bitmap_circle_collision_for_cell_with_translation(bmp, cell, translation, circ):
Bitmap Circle Collision
Tests if a bitmap cell drawn at Pt
would intersect with a circle.
- Return Type
-
Boolean
True if a drawn pixel in the cell of the bitmap will intersect with
Circ
when drawn. - Parameters
-
Name Type Description Bmp The bitmap to test
Cell Integer
The cell of the bitmap to check
Pt The location where the bitmap is drawn
Circ The circle to test
- Signatures
-
bool bitmap_circle_collision(bitmap bmp, int cell, const point_2d &pt, const circle &circ)
public bool Bitmap.BitmapCircleCollision(int cell, Point2D pt, Circle circ); public static bool SplashKit.BitmapCircleCollision(Bitmap bmp, int cell, Point2D pt, Circle circ);
function BitmapCircleCollision(bmp: Bitmap; cell: Integer; const pt: Point2D; const circ: Circle): Boolean
def bitmap_circle_collision_for_cell_at_point(bmp, cell, pt, circ):
Bitmap Circle Collision
Tests if a bitmap cell drawn at X
, Y
would intersect with a circle.
- Return Type
-
Boolean
True if a drawn pixel in the bitmap will intersect with
Circ
when drawn. - Parameters
-
Name Type Description Bmp The bitmap to test
Cell Integer
The cell of the bitmap to check
X Double
The x location where the bitmap is drawn
Y Double
The y location where the bitmap is drawn
Circ The circle to test
- Signatures
-
bool bitmap_circle_collision(bitmap bmp, int cell, double x, double y, const circle &circ)
public bool Bitmap.BitmapCircleCollision(int cell, double x, double y, Circle circ); public static bool SplashKit.BitmapCircleCollision(Bitmap bmp, int cell, double x, double y, Circle circ);
function BitmapCircleCollision(bmp: Bitmap; cell: Integer; x: Double; y: Double; const circ: Circle): Boolean
def bitmap_circle_collision_for_cell(bmp, cell, x, y, circ):
Bitmap Collision
-
Bitmap Collision
(
bmp1
:
Bitmap
x1 :Double
y1 :Double
bmp2 :Bitmap
x2 :Double
y2 :Double
) -
Bitmap Collision
(
bmp1
:
Bitmap
pt1 :Point 2D
bmp2 :Bitmap
pt2 :Point 2D
) -
Bitmap Collision
(
bmp1
:
Bitmap
cell1 :Integer
matrix1 :Matrix 2D
bmp2 :Bitmap
cell2 :Integer
matrix2 :Matrix 2D
) -
Bitmap Collision
(
bmp1
:
Bitmap
cell1 :Integer
pt1 :Point 2D
bmp2 :Bitmap
cell2 :Integer
pt2 :Point 2D
) -
Bitmap Collision
(
bmp1
:
Bitmap
cell1 :Integer
x1 :Double
y1 :Double
bmp2 :Bitmap
cell2 :Integer
x2 :Double
y2 :Double
)
Bitmap Collision
Check if two bitmaps collide.
- Return Type
-
Boolean
True if pixels in the two bitmaps would collide/overlap
- Parameters
-
Name Type Description Bmp1 The first bitmap
X1 Double
The x location where the first bitmap is drawn
Y1 Double
The y location where the first bitmap is drawn
Bmp2 The second bitmap
X2 Double
The x location where the second bitmap is drawn
Y2 Double
The y location where the second bitmap is drawn
- Signatures
-
bool bitmap_collision(bitmap bmp1, double x1, double y1, bitmap bmp2, double x2, double y2)
public bool Bitmap.BitmapCollision(double x1, double y1, Bitmap bmp2, double x2, double y2); public static bool SplashKit.BitmapCollision(Bitmap bmp1, double x1, double y1, Bitmap bmp2, double x2, double y2);
function BitmapCollision(bmp1: Bitmap; x1: Double; y1: Double; bmp2: Bitmap; x2: Double; y2: Double): Boolean
def bitmap_collision(bmp1, x1, y1, bmp2, x2, y2):
Bitmap Collision
Check if two bitmaps collide.
- Return Type
-
Boolean
True if pixels in the two bitmaps would collide/overlap
- Parameters
-
Name Type Description Bmp1 The first bitmap
Pt1 The point where bitmap 1 is drawn
Bmp2 The second bitmap
Pt2 The point where bitmap 2 is drawn
- Signatures
-
bool bitmap_collision(bitmap bmp1, const point_2d &pt1, bitmap bmp2, const point_2d &pt2)
public bool Bitmap.BitmapCollision(Point2D pt1, Bitmap bmp2, Point2D pt2); public static bool SplashKit.BitmapCollision(Bitmap bmp1, Point2D pt1, Bitmap bmp2, Point2D pt2);
function BitmapCollision(bmp1: Bitmap; const pt1: Point2D; bmp2: Bitmap; const pt2: Point2D): Boolean
def bitmap_collision_at_points(bmp1, pt1, bmp2, pt2):
Bitmap Collision
Check if two bitmaps collide, based on their cell and transform matricies.
- Return Type
-
Boolean
True if pixels in the two bitmaps would collide/overlap
- Parameters
-
Name Type Description Bmp1 The first bitmap
Cell1 Integer
The cell of the first bitmap.
Matrix1 The transformation for the first matrix
Bmp2 The second bitmap
Cell2 Integer
The cell of the second bitmap.
Matrix2 The transformation for the second matrix
- Signatures
-
bool bitmap_collision(bitmap bmp1, int cell1, const matrix_2d &matrix1, bitmap bmp2, int cell2, const matrix_2d &matrix2)
public bool Bitmap.BitmapCollision(int cell1, Matrix2D matrix1, Bitmap bmp2, int cell2, Matrix2D matrix2); public static bool SplashKit.BitmapCollision(Bitmap bmp1, int cell1, Matrix2D matrix1, Bitmap bmp2, int cell2, Matrix2D matrix2);
function BitmapCollision(bmp1: Bitmap; cell1: Integer; const matrix1: Matrix2D; bmp2: Bitmap; cell2: Integer; const matrix2: Matrix2D): Boolean
def bitmap_collision_for_cells_with_translations(bmp1, cell1, matrix1, bmp2, cell2, matrix2):
Bitmap Collision
Check if two bitmaps collide.
- Return Type
-
Boolean
True if pixels in the two bitmaps would collide/overlap
- Parameters
-
Name Type Description Bmp1 The first bitmap
Cell1 Integer
The cell of the first bitmap.
Pt1 The point where bitmap 1 is drawn
Bmp2 The second bitmap
Cell2 Integer
The cell of the second bitmap.
Pt2 The point where bitmap 2 is drawn
- Signatures
-
bool bitmap_collision(bitmap bmp1, int cell1, const point_2d &pt1, bitmap bmp2, int cell2, const point_2d &pt2)
public bool Bitmap.BitmapCollision(int cell1, Point2D pt1, Bitmap bmp2, int cell2, Point2D pt2); public static bool SplashKit.BitmapCollision(Bitmap bmp1, int cell1, Point2D pt1, Bitmap bmp2, int cell2, Point2D pt2);
function BitmapCollision(bmp1: Bitmap; cell1: Integer; const pt1: Point2D; bmp2: Bitmap; cell2: Integer; const pt2: Point2D): Boolean
def bitmap_collision_for_cells_at_points(bmp1, cell1, pt1, bmp2, cell2, pt2):
Bitmap Collision
Check if two bitmaps collide.
- Return Type
-
Boolean
True if pixels in the two bitmaps would collide/overlap
- Parameters
-
Name Type Description Bmp1 The first bitmap
Cell1 Integer
The cell of the first bitmap.
X1 Double
The x location where the first bitmap is drawn
Y1 Double
The y location where the first bitmap is drawn
Bmp2 The second bitmap
Cell2 Integer
The cell of the second bitmap.
X2 Double
The x location where the second bitmap is drawn
Y2 Double
The y location where the second bitmap is drawn
- Signatures
-
bool bitmap_collision(bitmap bmp1, int cell1, double x1, double y1, bitmap bmp2, int cell2, double x2, double y2)
public bool Bitmap.BitmapCollision(int cell1, double x1, double y1, Bitmap bmp2, int cell2, double x2, double y2); public static bool SplashKit.BitmapCollision(Bitmap bmp1, int cell1, double x1, double y1, Bitmap bmp2, int cell2, double x2, double y2);
function BitmapCollision(bmp1: Bitmap; cell1: Integer; x1: Double; y1: Double; bmp2: Bitmap; cell2: Integer; x2: Double; y2: Double): Boolean
def bitmap_collision_for_cells(bmp1, cell1, x1, y1, bmp2, cell2, x2, y2):
Bitmap Point Collision
-
Bitmap Point Collision
(
bmp
:
Bitmap
translation :Matrix 2D
pt :Point 2D
) -
Bitmap Point Collision
(
bmp
:
Bitmap
bmp_pt :Point 2D
pt :Point 2D
) -
Bitmap Point Collision
(
bmp
:
Bitmap
bmp_x :Double
bmp_y :Double
x :Double
y :Double
) -
Bitmap Point Collision
(
bmp
:
Bitmap
cell :Integer
translation :Matrix 2D
pt :Point 2D
) -
Bitmap Point Collision
(
bmp
:
Bitmap
cell :Integer
bmp_pt :Point 2D
pt :Point 2D
) -
Bitmap Point Collision
(
bmp
:
Bitmap
cell :Integer
bmp_x :Double
bmp_y :Double
x :Double
y :Double
)
Bitmap Point Collision
Tests if a bitmap drawn using the passed in translation matrix would draw a pixel at the passed in point. Use to check collisions between a point and a bitmap.
- Return Type
-
Boolean
True if drawing the bitmap, using the passed in translation, will draw a pixel at the indicated point.
- Parameters
-
Name Type Description Bmp The bitmap to test.
Translation The translation matrix that represents the position, scale, and rotation of the bitmap when it is drawn.
Pt The point in the resulting drawing that is being tested.
- Signatures
-
bool bitmap_point_collision(bitmap bmp, const matrix_2d &translation, const point_2d &pt)
public bool Bitmap.BitmapPointCollision(Matrix2D translation, Point2D pt); public static bool SplashKit.BitmapPointCollision(Bitmap bmp, Matrix2D translation, Point2D pt);
function BitmapPointCollision(bmp: Bitmap; const translation: Matrix2D; const pt: Point2D): Boolean
def bitmap_point_collision_with_translation(bmp, translation, pt):
Bitmap Point Collision
Tests if a bitmap drawn at the Bmp Pt
point would draw a pixel
at point Pt
. Use to check collisions between a point and a bitmap.
- Return Type
-
Boolean
True if drawing the bitmap, at
Bmp Pt
, will draw a pixel at the indicated point (Pt
). - Parameters
-
Name Type Description Bmp The bitmap to test.
Bmp Pt The point where the bitmap is drawn.
Pt The point in the resulting drawing that is being tested.
- Signatures
-
bool bitmap_point_collision(bitmap bmp, const point_2d &bmp_pt, const point_2d &pt)
public bool Bitmap.BitmapPointCollision(Point2D bmpPt, Point2D pt); public static bool SplashKit.BitmapPointCollision(Bitmap bmp, Point2D bmpPt, Point2D pt);
function BitmapPointCollision(bmp: Bitmap; const bmpPt: Point2D; const pt: Point2D): Boolean
def bitmap_point_collision_at_point(bmp, bmp_pt, pt):
Bitmap Point Collision
Tests if a bitmap drawn at x,y would draw a pixel at the passed in point. Use to check collisions between a point and a bitmap.
- Return Type
-
Boolean
True if drawing the bitmap, at the indicated location, will draw a pixel at the indicated point.
- Parameters
-
Name Type Description Bmp The bitmap to test.
Bmp X Double
The x location where the bitmap is drawn
Bmp Y Double
The y location where the bitmap is drawn
X Double
The x location of the point to test
Y Double
The y location of the point to test
- Signatures
-
bool bitmap_point_collision(bitmap bmp, double bmp_x, double bmp_y, double x, double y)
public bool Bitmap.BitmapPointCollision(double bmpX, double bmpY, double x, double y); public static bool SplashKit.BitmapPointCollision(Bitmap bmp, double bmpX, double bmpY, double x, double y);
function BitmapPointCollision(bmp: Bitmap; bmpX: Double; bmpY: Double; x: Double; y: Double): Boolean
def bitmap_point_collision(bmp, bmp_x, bmp_y, x, y):
Bitmap Point Collision
Tests if a bitmap cell drawn using the passed in translation matrix would draw a pixel at the passed in point.
- Return Type
-
Boolean
True if drawing the bitmap, using the passed in translation, will draw a pixel at the indicated point.
- Parameters
-
Name Type Description Bmp The bitmap to test.
Cell Integer
The cell of the bitmap to check.
Translation The translation matrix that represents the position, scale, and rotation of the bitmap when it is drawn.
Pt The point in the resulting drawing that is being tested.
- Signatures
-
bool bitmap_point_collision(bitmap bmp, int cell, const matrix_2d &translation, const point_2d &pt)
public bool Bitmap.BitmapPointCollision(int cell, Matrix2D translation, Point2D pt); public static bool SplashKit.BitmapPointCollision(Bitmap bmp, int cell, Matrix2D translation, Point2D pt);
function BitmapPointCollision(bmp: Bitmap; cell: Integer; const translation: Matrix2D; const pt: Point2D): Boolean
def bitmap_point_collision_for_cell_with_translation(bmp, cell, translation, pt):
Bitmap Point Collision
Tests if a cell of a bitmap drawn at x,y would draw a pixel at the passed in point. Use to check collisions between a point and a bitmap.
- Return Type
-
Boolean
True if drawing the bitmap cell, at the indicated location, will draw a pixel at the indicated point.
- Parameters
-
Name Type Description Bmp The bitmap to test
Cell Integer
The cell of the bitmap to test
Bmp Pt The point where the bitmap is drawn.
Pt The point in the resulting drawing that is being tested.
- Signatures
-
bool bitmap_point_collision(bitmap bmp, int cell, const point_2d &bmp_pt, const point_2d &pt)
public bool Bitmap.BitmapPointCollision(int cell, Point2D bmpPt, Point2D pt); public static bool SplashKit.BitmapPointCollision(Bitmap bmp, int cell, Point2D bmpPt, Point2D pt);
function BitmapPointCollision(bmp: Bitmap; cell: Integer; const bmpPt: Point2D; const pt: Point2D): Boolean
def bitmap_point_collision_for_cell_at_point(bmp, cell, bmp_pt, pt):
Bitmap Point Collision
Tests if a cell of a bitmap drawn at x,y would draw a pixel at the passed in point. Use to check collisions between a point and a bitmap.
- Return Type
-
Boolean
True if drawing the bitmap cell, at the indicated location, will draw a pixel at the indicated point.
- Parameters
-
Name Type Description Bmp The bitmap to test
Cell Integer
The cell of the bitmap to test
Bmp X Double
The x location where the bitmap is drawn
Bmp Y Double
The y location where the bitmap is drawn
X Double
The x location of the point to test
Y Double
The y location of the point to test
- Signatures
-
bool bitmap_point_collision(bitmap bmp, int cell, double bmp_x, double bmp_y, double x, double y)
public bool Bitmap.BitmapPointCollision(int cell, double bmpX, double bmpY, double x, double y); public static bool SplashKit.BitmapPointCollision(Bitmap bmp, int cell, double bmpX, double bmpY, double x, double y);
function BitmapPointCollision(bmp: Bitmap; cell: Integer; bmpX: Double; bmpY: Double; x: Double; y: Double): Boolean
def bitmap_point_collision_for_cell(bmp, cell, bmp_x, bmp_y, x, y):
Bitmap Rectangle Collision
-
Bitmap Rectangle Collision
(
bmp
:
Bitmap
pt :Point 2D
rect :Rectangle
) -
Bitmap Rectangle Collision
(
bmp
:
Bitmap
x :Double
y :Double
rect :Rectangle
) -
Bitmap Rectangle Collision
(
bmp
:
Bitmap
cell :Integer
translation :Matrix 2D
rect :Rectangle
) -
Bitmap Rectangle Collision
(
bmp
:
Bitmap
cell :Integer
pt :Point 2D
rect :Rectangle
) -
Bitmap Rectangle Collision
(
bmp
:
Bitmap
cell :Integer
x :Double
y :Double
rect :Rectangle
)
Bitmap Rectangle Collision
Tests if a bitmap drawn at Pt
would intersect with a rectangle.
- Return Type
-
Boolean
True if a drawn pixel in the cell of the bitmap will intersect with
Rect
when drawn. - Parameters
-
Name Type Description Bmp The bitmap to test
Pt The location where the bitmap is drawn
Rect The rectangle to test
- Signatures
-
bool bitmap_rectangle_collision(bitmap bmp, const point_2d &pt, const rectangle &rect)
public bool Bitmap.BitmapRectangleCollision(Point2D pt, Rectangle rect); public static bool SplashKit.BitmapRectangleCollision(Bitmap bmp, Point2D pt, Rectangle rect);
function BitmapRectangleCollision(bmp: Bitmap; const pt: Point2D; const rect: Rectangle): Boolean
def bitmap_rectangle_collision_at_point(bmp, pt, rect):
Bitmap Rectangle Collision
Tests if a bitmap drawn at X
, Y
would intersect with a rectangle.
- Return Type
-
Boolean
True if a drawn pixel in the bitmap will intersect with
Rect
when drawn. - Parameters
-
Name Type Description Bmp The bitmap to test
X Double
The x location where the bitmap is drawn
Y Double
The y location where the bitmap is drawn
Rect The rectangle to test
- Signatures
-
bool bitmap_rectangle_collision(bitmap bmp, double x, double y, const rectangle &rect)
public bool Bitmap.BitmapRectangleCollision(double x, double y, Rectangle rect); public static bool SplashKit.BitmapRectangleCollision(Bitmap bmp, double x, double y, Rectangle rect);
function BitmapRectangleCollision(bmp: Bitmap; x: Double; y: Double; const rect: Rectangle): Boolean
def bitmap_rectangle_collision(bmp, x, y, rect):
Bitmap Rectangle Collision
Tests if a bitmap cell drawn using a passed in translation, will intersect with a rectangle. You can use this to detect collisions between bitmaps and rectangles.
- Return Type
-
Boolean
True if a drawn pixel in the cell of the bitmap will intersect with
Rect
when drawn. - Parameters
-
Name Type Description Bmp The bitmap to test
Cell Integer
The cell of the bitmap to check
Translation The matrix used to transfrom the bitmap when drawing
Rect The rectangle to test
- Signatures
-
bool bitmap_rectangle_collision(bitmap bmp, int cell, const matrix_2d &translation, const rectangle &rect)
public bool Bitmap.BitmapRectangleCollision(int cell, Matrix2D translation, Rectangle rect); public static bool SplashKit.BitmapRectangleCollision(Bitmap bmp, int cell, Matrix2D translation, Rectangle rect);
function BitmapRectangleCollision(bmp: Bitmap; cell: Integer; const translation: Matrix2D; const rect: Rectangle): Boolean
def bitmap_rectangle_collision_for_cell_with_translation(bmp, cell, translation, rect):
Bitmap Rectangle Collision
Tests if a bitmap cell drawn at Pt
would intersect with a rectangle.
- Return Type
-
Boolean
True if a drawn pixel in the cell of the bitmap will intersect with
Rect
when drawn. - Parameters
-
Name Type Description Bmp The bitmap to test
Cell Integer
The cell of the bitmap to check
Pt The location where the bitmap is drawn
Rect The rectangle to test
- Signatures
-
bool bitmap_rectangle_collision(bitmap bmp, int cell, const point_2d &pt, const rectangle &rect)
public bool Bitmap.BitmapRectangleCollision(int cell, Point2D pt, Rectangle rect); public static bool SplashKit.BitmapRectangleCollision(Bitmap bmp, int cell, Point2D pt, Rectangle rect);
function BitmapRectangleCollision(bmp: Bitmap; cell: Integer; const pt: Point2D; const rect: Rectangle): Boolean
def bitmap_rectangle_collision_for_cell_at_point(bmp, cell, pt, rect):
Bitmap Rectangle Collision
Tests if a cell of the bitmap drawn at X
, Y
would intersect with a rectangle.
- Return Type
-
Boolean
True if a drawn pixel in the bitmap will intersect with
Rect
when drawn. - Parameters
-
Name Type Description Bmp The bitmap to test
Cell Integer
The cell of the bitmap to check
X Double
The x location where the bitmap is drawn
Y Double
The y location where the bitmap is drawn
Rect The rectangle to test
- Signatures
-
bool bitmap_rectangle_collision(bitmap bmp, int cell, double x, double y, const rectangle &rect)
public bool Bitmap.BitmapRectangleCollision(int cell, double x, double y, Rectangle rect); public static bool SplashKit.BitmapRectangleCollision(Bitmap bmp, int cell, double x, double y, Rectangle rect);
function BitmapRectangleCollision(bmp: Bitmap; cell: Integer; x: Double; y: Double; const rect: Rectangle): Boolean
def bitmap_rectangle_collision_for_cell(bmp, cell, x, y, rect):
Sprite Bitmap Collision
Sprite Bitmap Collision
Tests if a sprite will collide with a bitmap drawn at the indicated location.
- Return Type
-
Boolean
True if the sprite collides with the bitmap when drawn at the indicated location.
- Parameters
-
Name Type Description S The sprite to test
Bmp The bitmap to test
X Double
The x location where the bitmap is drawn
Y Double
The y location where the bitmap is drawn
- Signatures
-
bool sprite_bitmap_collision(sprite s, bitmap bmp, double x, double y)
public bool Sprite.SpriteBitmapCollision(Bitmap bmp, double x, double y); public static bool SplashKit.SpriteBitmapCollision(Sprite s, Bitmap bmp, double x, double y);
function SpriteBitmapCollision(s: Sprite; bmp: Bitmap; x: Double; y: Double): Boolean
def sprite_bitmap_collision(s, bmp, x, y):
Sprite Bitmap Collision
Tests if a sprite will collide with a bitmap drawn at the indicated location.
- Return Type
-
Boolean
True if the sprite collides with the bitmap cell when drawn at the indicated location.
- Parameters
-
Name Type Description S The sprite to test
Bmp The bitmap to test
Cell Integer
The cell of the bitmap to check
Pt The point where the bitmap is drawn
- Signatures
-
bool sprite_bitmap_collision(sprite s, bitmap bmp, int cell, const point_2d &pt)
public bool Sprite.SpriteBitmapCollision(Bitmap bmp, int cell, Point2D pt); public static bool SplashKit.SpriteBitmapCollision(Sprite s, Bitmap bmp, int cell, Point2D pt);
function SpriteBitmapCollision(s: Sprite; bmp: Bitmap; cell: Integer; const pt: Point2D): Boolean
def sprite_bitmap_collision_with_cell_at_point(s, bmp, cell, pt):
Sprite Bitmap Collision
Tests if a sprite will collide with a bitmap drawn at the indicated location.
- Return Type
-
Boolean
True if the sprite collides with the bitmap cell when drawn at the indicated location.
- Parameters
-
Name Type Description S The sprite to test
Bmp The bitmap to test
Cell Integer
The cell of the bitmap to check
X Double
The x location where the bitmap is drawn
Y Double
The y location where the bitmap is drawn
- Signatures
-
bool sprite_bitmap_collision(sprite s, bitmap bmp, int cell, double x, double y)
public bool Sprite.SpriteBitmapCollision(Bitmap bmp, int cell, double x, double y); public static bool SplashKit.SpriteBitmapCollision(Sprite s, Bitmap bmp, int cell, double x, double y);
function SpriteBitmapCollision(s: Sprite; bmp: Bitmap; cell: Integer; x: Double; y: Double): Boolean
def sprite_bitmap_collision_with_cell(s, bmp, cell, x, y):
Sprite Collision
Tests if two given sprites S1
and S2
are collided
- Return Type
-
Boolean
return
True
if bothS1
andS2
are colliding, false otherwise. - Parameters
-
Name Type Description S1 the first
Sprite
to testS2 the second
Sprite
to test - Signatures
-
bool sprite_collision(sprite s1, sprite s2)
public bool Sprite.SpriteCollision(Sprite s2); public static bool SplashKit.SpriteCollision(Sprite s1, Sprite s2);
function SpriteCollision(s1: Sprite; s2: Sprite): Boolean
def sprite_collision(s1, s2):
Sprite Point Collision
Tests if a sprite is drawn at a given point.
- Return Type
-
Boolean
True if the sprite it drawn at the indicated point
- Parameters
-
Name Type Description S The sprite to test
Pt The point to check
- Signatures
-
bool sprite_point_collision(sprite s, const point_2d &pt)
public bool Sprite.SpritePointCollision(Point2D pt); public static bool SplashKit.SpritePointCollision(Sprite s, Point2D pt);
function SpritePointCollision(s: Sprite; const pt: Point2D): Boolean
def sprite_point_collision(s, pt):
Sprite Rectangle Collision
Tests if a sprite is drawn within an given area (rectangle).
- Return Type
-
Boolean
True if the sprite it drawn in the rectangle area
- Parameters
-
Name Type Description S The sprite to test
Rect The rectangle to check
- Signatures
-
bool sprite_rectangle_collision(sprite s, const rectangle &rect)
public bool Sprite.SpriteRectangleCollision(Rectangle rect); public static bool SplashKit.SpriteRectangleCollision(Sprite s, Rectangle rect);
function SpriteRectangleCollision(s: Sprite; const rect: Rectangle): Boolean
def sprite_rectangle_collision(s, rect):
Apply Matrix
Apply Matrix
Use a matrix to transform all of the points in a quad.
- Parameters
-
Name Type Description Matrix The matrix with the transformations needed.
Q The quad to transform.
- Signatures
-
void apply_matrix(const matrix_2d &matrix, quad &q)
public static void Matrix2D.ApplyMatrix(Matrix2D matrix, ref Quad q); public static void SplashKit.ApplyMatrix(Matrix2D matrix, ref Quad q);
procedure ApplyMatrix(const matrix: Matrix2D; var q: Quad)
def apply_matrix_to_quad(matrix, q):
Apply Matrix
Use a matrix to transform all of the points in a triangle.
- Parameters
-
Name Type Description M The matrix to be applied to the triangle.
Tri The triangle to tranform.
- Signatures
-
void apply_matrix(const matrix_2d &m, triangle &tri)
public static void Matrix2D.ApplyMatrix(Matrix2D m, ref Triangle tri); public static void SplashKit.ApplyMatrix(Matrix2D m, ref Triangle tri);
procedure ApplyMatrix(const m: Matrix2D; var tri: Triangle)
def apply_matrix_to_triangle(m, tri):
Identity Matrix
Returns the identity matrix. When a matrix_2d or Vector is multiplied by the identity matrix the result is the original matrix or vector.
- Return Type
-
An identify matrix.
- Signatures
-
matrix_2d identity_matrix()
public static Matrix2D Matrix2D.IdentityMatrix(); public static Matrix2D SplashKit.IdentityMatrix();
function IdentityMatrix(): Matrix2D
def identity_matrix():
Matrix Inverse
Calculate the inverse of a matrix.
- Return Type
-
A matrix that is the inverse of m
- Parameters
-
Name Type Description M The matrix to invert.
- Signatures
-
matrix_2d matrix_inverse(const matrix_2d &m)
public static Matrix2D Matrix2D.MatrixInverse(Matrix2D m); public static Matrix2D SplashKit.MatrixInverse(Matrix2D m);
function MatrixInverse(const m: Matrix2D): Matrix2D
def matrix_inverse(m):
Matrix Multiply
Matrix Multiply
Multiplies the Point 2D
parameter V With The
matrix_2d`m and
returns the result as a [
Point 2D`](/api/types/#point-2d). Use this to transform the vector with
the matrix (to apply scaling, rotation or translation effects).
- Return Type
-
A new point, the result of applying the transformation to pt.
- Parameters
-
Name Type Description M The matrix with the transformation to apply.
Pt The point to be transformed.
- Signatures
-
point_2d matrix_multiply(const matrix_2d &m, const point_2d &pt)
public static Point2D Matrix2D.MatrixMultiply(Matrix2D m, Point2D pt); public static Point2D SplashKit.MatrixMultiply(Matrix2D m, Point2D pt);
function MatrixMultiply(const m: Matrix2D; const pt: Point2D): Point2D
def matrix_multiply_point(m, pt):
Matrix Multiply
Multiplies the two Matrix 2D
parameters, M1
by M2
, and returns
the result as a new Matrix 2D
. Use this to combine the effects to two
matrix transformations.
- Return Type
-
The result of multiplying m1 by m2
- Parameters
-
Name Type Description M1 The first matrix
M2 The second matrix
- Signatures
-
matrix_2d matrix_multiply(const matrix_2d &m1, const matrix_2d &m2)
public static Matrix2D Matrix2D.MatrixMultiply(Matrix2D m1, Matrix2D m2); public static Matrix2D SplashKit.MatrixMultiply(Matrix2D m1, Matrix2D m2);
function MatrixMultiply(const m1: Matrix2D; const m2: Matrix2D): Matrix2D
def matrix_multiply_matrix(m1, m2):
Matrix Multiply
Multiplies the Dynamic Array
parameter V
with the Matrix 2D
M
and
returns the result as a Dynamic Array
. Use this to transform the vector with
the matrix (to apply scaling, rotation or translation effects).
- Return Type
-
A new vector, the result of applying the transformation to v.
- Parameters
-
Name Type Description M The matrix with the transformation to apply.
V The vector to be transformed.
- Signatures
-
vector_2d matrix_multiply(const matrix_2d &m, const vector_2d &v)
public static Vector2D Matrix2D.MatrixMultiply(Matrix2D m, Vector2D v); public static Vector2D SplashKit.MatrixMultiply(Matrix2D m, Vector2D v);
function MatrixMultiply(const m: Matrix2D; const v: Vector2D): Vector2D
def matrix_multiply_vector(m, v):
Matrix To String
This function returns a string representation of a Matrix.
- Return Type
-
String
A string representation of the matrix.
- Parameters
-
Name Type Description Matrix The matrix to convert to a string.
- Signatures
-
string matrix_to_string(const matrix_2d &matrix)
public static string Matrix2D.MatrixToString(Matrix2D matrix); public static string SplashKit.MatrixToString(Matrix2D matrix);
function MatrixToString(const matrix: Matrix2D): String
def matrix_to_string(matrix):
Rotation Matrix
Returns a rotation matrix that rotates 2d points by the angle.
- Return Type
-
A matrix that encodes the rotation by a number of degrees.
- Parameters
-
Name Type Description Deg Double
The amount to rotate points
- Signatures
-
matrix_2d rotation_matrix(double deg)
public static Matrix2D Matrix2D.RotationMatrix(double deg); public static Matrix2D SplashKit.RotationMatrix(double deg);
function RotationMatrix(deg: Double): Matrix2D
def rotation_matrix(deg):
Scale Matrix
Scale Matrix
Create a scale matrix that scales x and y to different degrees.
- Return Type
-
A matrix that will scale points based on scale parameter.
- Parameters
-
Name Type Description Scale The amount to scale, with separate x and y components.
- Signatures
-
matrix_2d scale_matrix(const point_2d &scale)
public static Matrix2D Matrix2D.ScaleMatrix(Point2D scale); public static Matrix2D SplashKit.ScaleMatrix(Point2D scale);
function ScaleMatrix(const scale: Point2D): Matrix2D
def scale_matrix_from_point(scale):
Scale Matrix
Create a scale matrix that scales x and y to different degrees.
- Return Type
-
A matrix that will scale points based on scale parameter.
- Parameters
-
Name Type Description Scale The amount to scale, with separate x and y components.
- Signatures
-
matrix_2d scale_matrix(const vector_2d &scale)
public static Matrix2D Matrix2D.ScaleMatrix(Vector2D scale); public static Matrix2D SplashKit.ScaleMatrix(Vector2D scale);
function ScaleMatrix(const scale: Vector2D): Matrix2D
def scale_matrix_from_vector(scale):
Scale Matrix
Returns a matrix that can be used to scale 2d points (both x and y).
- Return Type
-
A matrix to scale points by.
- Parameters
-
Name Type Description Scale Double
The amount to scale points by.
- Signatures
-
matrix_2d scale_matrix(double scale)
public static Matrix2D Matrix2D.ScaleMatrix(double scale); public static Matrix2D SplashKit.ScaleMatrix(double scale);
function ScaleMatrix(scale: Double): Matrix2D
def scale_matrix(scale):
Scale Rotate Translate Matrix
Create a matrix that can scale, rotate then translate geometry points.
- Return Type
-
A matrix that will scale, rotate, and translate.
- Parameters
-
Name Type Description Scale The amount to scale
Deg Double
The amount to rotate
Translate The amount to move
- Signatures
-
matrix_2d scale_rotate_translate_matrix(const point_2d &scale, double deg, const point_2d &translate)
public static Matrix2D Matrix2D.ScaleRotateTranslateMatrix(Point2D scale, double deg, Point2D translate); public static Matrix2D SplashKit.ScaleRotateTranslateMatrix(Point2D scale, double deg, Point2D translate);
function ScaleRotateTranslateMatrix(const scale: Point2D; deg: Double; const translate: Point2D): Matrix2D
def scale_rotate_translate_matrix(scale, deg, translate):
Translation Matrix
Translation Matrix
Returns a translation matric used to translate 2d points by the distance in the point_2d.
- Return Type
-
A matrix that will move points by amount in pt
- Parameters
-
Name Type Description Pt The point to translate to.
- Signatures
-
matrix_2d translation_matrix(const point_2d &pt)
public static Matrix2D Matrix2D.TranslationMatrix(Point2D pt); public static Matrix2D SplashKit.TranslationMatrix(Point2D pt);
function TranslationMatrix(const pt: Point2D): Matrix2D
def translation_matrix_to_point(pt):
Translation Matrix
Returns a translation matric used to translate 2d points by the distance in the vector_2d.
- Return Type
-
A matrix that will move points by amount in pt
- Parameters
-
Name Type Description Pt The point to translate to.
- Signatures
-
matrix_2d translation_matrix(const vector_2d &pt)
public static Matrix2D Matrix2D.TranslationMatrix(Vector2D pt); public static Matrix2D SplashKit.TranslationMatrix(Vector2D pt);
function TranslationMatrix(const pt: Vector2D): Matrix2D
def translation_matrix_from_vector(pt):
Translation Matrix
Returns a matrix that can be used to translate 2d points. Moving them by dx and dy.
- Return Type
-
A matrix that will move points by dx, dy
- Parameters
-
Name Type Description Dx Double
The amount to move points along the x axis.
Dy Double
The amount to move points along the y axis.
- Signatures
-
matrix_2d translation_matrix(double dx, double dy)
public static Matrix2D Matrix2D.TranslationMatrix(double dx, double dy); public static Matrix2D SplashKit.TranslationMatrix(double dx, double dy);
function TranslationMatrix(dx: Double; dy: Double): Matrix2D
def translation_matrix(dx, dy):
Angle Between
Calculates the angle from one vector to another.
- Return Type
-
Double
The angle of the line from the end of
V1
to the end ofV2
- Parameters
-
Name Type Description V1 The first vector
V2 The second vector
- Signatures
-
double angle_between(const vector_2d &v1, const vector_2d &v2)
public static double Vector2D.AngleBetween(Vector2D v1, Vector2D v2); public static double SplashKit.AngleBetween(Vector2D v1, Vector2D v2);
function AngleBetween(const v1: Vector2D; const v2: Vector2D): Double
def angle_between(v1, v2):
Dot Product
Calculates the dot product (scalar product) between the two vector
parameters provided (V1
and V2
). It returns the result as a
scalar value.
If the result is 0.0 it means that the vectors are orthogonal (at right
angles to each other). If V1
and V2
are unit vectors (length of
1.0) and the dot product is 1.0, it means that V1
and V2
vectors
are parallel.
- Return Type
-
Double
The dot product of
V1
.V2
- Parameters
-
Name Type Description V1 The first vector
V2 The other vector
- Signatures
-
double dot_product(const vector_2d &v1, const vector_2d &v2)
public static double Vector2D.DotProduct(Vector2D v1, Vector2D v2); public static double SplashKit.DotProduct(Vector2D v1, Vector2D v2);
function DotProduct(const v1: Vector2D; const v2: Vector2D): Double
def dot_product(v1, v2):
Is Zero Vector
Returns if the vector is a null/zero vector -- having no size or direction.
- Return Type
-
Boolean
True if
V
has no magnitude. - Parameters
-
Name Type Description V The vector
- Signatures
-
bool is_zero_vector(const vector_2d &v)
public static bool Vector2D.IsZeroVector(Vector2D v); public static bool SplashKit.IsZeroVector(Vector2D v);
function IsZeroVector(const v: Vector2D): Boolean
def is_zero_vector(v):
Ray Intersection Point
Casts a ray in a heading and returns true is it intersects with a line
- Return Type
-
Boolean
True if the line and ray will intersect, in which case the value of
Pt
will be changed to be the point where the intersection occurs. - Parameters
-
Name Type Description From Pt The origin of the ray
Heading The direction the ray is heading (as a
Vector 2D
)L The line to be checked
Pt Outputs the point where the line and ray intersect
- Signatures
-
bool ray_intersection_point(const point_2d &from_pt, const vector_2d &heading, const line &l, point_2d &pt)
public static bool Vector2D.RayIntersectionPoint(Point2D fromPt, Vector2D heading, Line l, ref Point2D pt); public static bool SplashKit.RayIntersectionPoint(Point2D fromPt, Vector2D heading, Line l, ref Point2D pt);
function RayIntersectionPoint(const fromPt: Point2D; const heading: Vector2D; const l: Line; var pt: Point2D): Boolean
def ray_intersection_point(from_pt, heading, l, pt):
Unit Vector
Returns the unit vector of the parameter vector (v). The unit vector has a magnitude of 1, resulting in a vector that indicates the direction of the original vector.
- Return Type
-
The unit vector of
V
- Parameters
-
Name Type Description V The vector
- Signatures
-
vector_2d unit_vector(const vector_2d &v)
public static Vector2D Vector2D.UnitVector(Vector2D v); public static Vector2D SplashKit.UnitVector(Vector2D v);
function UnitVector(const v: Vector2D): Vector2D
def unit_vector(v):
Vector Add
Adds the two passed in vectors returns the result as new Vector 2D
.
- Return Type
-
The result of adding the movements of the two vectors together.
- Parameters
-
Name Type Description V1 The first vector.
V2 The other vector.
- Signatures
-
vector_2d vector_add(const vector_2d &v1, const vector_2d &v2)
public static Vector2D Vector2D.VectorAdd(Vector2D v1, Vector2D v2); public static Vector2D SplashKit.VectorAdd(Vector2D v1, Vector2D v2);
function VectorAdd(const v1: Vector2D; const v2: Vector2D): Vector2D
def vector_add(v1, v2):
Vector Angle
Calculates the angle of a vector
- Return Type
-
Double
The angle of the vector in degrees
- Parameters
-
Name Type Description V The vector
- Signatures
-
double vector_angle(const vector_2d v)
public static double Vector2D.VectorAngle(Vector2D v); public static double SplashKit.VectorAngle(Vector2D v);
function VectorAngle(v: Vector2D): Double
def vector_angle(v):
Vector From Angle
Returns a Vector 2D
from the supplied angle and distance.
- Return Type
-
A vector that will move things at that angle and magnitude
- Parameters
-
Name Type Description Angle Double
The angle in degrees
Magnitude Double
The length of the vector
- Signatures
-
vector_2d vector_from_angle(double angle, double magnitude)
public static Vector2D Vector2D.VectorFromAngle(double angle, double magnitude); public static Vector2D SplashKit.VectorFromAngle(double angle, double magnitude);
function VectorFromAngle(angle: Double; magnitude: Double): Vector2D
def vector_from_angle(angle, magnitude):
Vector From Line
Returns a vector that points from the start to the end of a line.
- Return Type
-
A vector that will move things from the start to the end of the line
- Parameters
-
Name Type Description L The line
- Signatures
-
vector_2d vector_from_line(const line &l)
public static Vector2D Vector2D.VectorFromLine(Line l); public static Vector2D SplashKit.VectorFromLine(Line l);
function VectorFromLine(const l: Line): Vector2D
def vector_from_line(l):
Vector From Point To Rect
Returns a vector from a point to a rectangle.
- Return Type
-
A vector representing the distance and direction from
Pt
toRect
- Parameters
-
Name Type Description Pt The point
Rect The rectangle
- Signatures
-
vector_2d vector_from_point_to_rect(const point_2d &pt, const rectangle &rect)
public static Vector2D Vector2D.VectorFromPointToRect(Point2D pt, Rectangle rect); public static Vector2D SplashKit.VectorFromPointToRect(Point2D pt, Rectangle rect);
function VectorFromPointToRect(const pt: Point2D; const rect: Rectangle): Vector2D
def vector_from_point_to_rect(pt, rect):
Vector In Rect
Returns true if the resulting vector would end in the rectangle if placed at the origin.
- Return Type
-
Boolean
True if the vector would end in the rectangle
- Parameters
-
Name Type Description V The vector
Rect The rectangle
- Signatures
-
bool vector_in_rect(const vector_2d &v, const rectangle &rect)
public static bool Vector2D.VectorInRect(Vector2D v, Rectangle rect); public static bool SplashKit.VectorInRect(Vector2D v, Rectangle rect);
function VectorInRect(const v: Vector2D; const rect: Rectangle): Boolean
def vector_in_rect(v, rect):
Vector Invert
Returns a new Vector that is an inverted version of the parameter vector (v). In other words, the -/+ sign of the x and y values are changed.
- Return Type
-
The inverse (reverse) of
V
- Parameters
-
Name Type Description V The vector
- Signatures
-
vector_2d vector_invert(const vector_2d &v)
public static Vector2D Vector2D.VectorInvert(Vector2D v); public static Vector2D SplashKit.VectorInvert(Vector2D v);
function VectorInvert(const v: Vector2D): Vector2D
def vector_invert(v):
Vector Limit
Returns a scaled vector that ensures the new vector points in the same direction as v, but has a magnitude that is limited to the length specified in the limit prameter.
- Return Type
-
A new vector in the same direction as v, but with a magnitude that is less than or equal to the limit.
- Parameters
-
Name Type Description V The vector
Limit Double
Its maximum magnitude
- Signatures
-
vector_2d vector_limit(const vector_2d &v, double limit)
public static Vector2D Vector2D.VectorLimit(Vector2D v, double limit); public static Vector2D SplashKit.VectorLimit(Vector2D v, double limit);
function VectorLimit(const v: Vector2D; limit: Double): Vector2D
def vector_limit(v, limit):
Vector Magnitude
Returns the magnitude (or "length") of the vector.
- Return Type
-
Double
Its magnitude
- Parameters
-
Name Type Description V The vector
- Signatures
-
double vector_magnitude(const vector_2d &v)
public static double Vector2D.VectorMagnitude(Vector2D v); public static double SplashKit.VectorMagnitude(Vector2D v);
function VectorMagnitude(const v: Vector2D): Double
def vector_magnitude(v):
Vector Magnitude Sqared
Returns the squared magnitude (or "length") of the vector.
- Return Type
-
Double
Its squared magnitude
- Parameters
-
Name Type Description V The vector
- Signatures
-
double vector_magnitude_sqared(const vector_2d &v)
public static double Vector2D.VectorMagnitudeSqared(Vector2D v); public static double SplashKit.VectorMagnitudeSqared(Vector2D v);
function VectorMagnitudeSqared(const v: Vector2D): Double
def vector_magnitude_sqared(v):
Vector Multiply
Multiplies the vector by the passed in value.
- Return Type
-
A new vector
- Parameters
-
Name Type Description V1 The original vector
S Double
The amount to multiply by
- Signatures
-
vector_2d vector_multiply(const vector_2d &v1, double s)
public static Vector2D Vector2D.VectorMultiply(Vector2D v1, double s); public static Vector2D SplashKit.VectorMultiply(Vector2D v1, double s);
function VectorMultiply(const v1: Vector2D; s: Double): Vector2D
def vector_multiply(v1, s):
Vector Normal
Returns a new Vector 2D
that is perpendicular ("normal") to the parameter
vector V
provided. The concept of a "normal" vector is usually
extracted from (or associated with) a line.
Note: when passed a zero or null vector (a vector with no magnitude or direction) then this function returns a zero/null vector.
- Return Type
-
The normal of
V
- Parameters
-
Name Type Description V The vector
- Signatures
-
vector_2d vector_normal(const vector_2d &v)
public static Vector2D Vector2D.VectorNormal(Vector2D v); public static Vector2D SplashKit.VectorNormal(Vector2D v);
function VectorNormal(const v: Vector2D): Vector2D
def vector_normal(v):
Vector Out Of Circle From Circle
Returns a vector to back one circle out of another, assuming the first circle was moving at a specified velocity.
- Return Type
-
A vector that can move the circle out of the bounds
- Parameters
-
Name Type Description Src The circle that is moving
Bounds The area you want to move the circle out of
Velocity The circle's velocity
- Signatures
-
vector_2d vector_out_of_circle_from_circle(const circle &src, const circle &bounds, const vector_2d &velocity)
public static Vector2D Vector2D.VectorOutOfCircleFromCircle(Circle src, Circle bounds, Vector2D velocity); public static Vector2D SplashKit.VectorOutOfCircleFromCircle(Circle src, Circle bounds, Vector2D velocity);
function VectorOutOfCircleFromCircle(const src: Circle; const bounds: Circle; const velocity: Vector2D): Vector2D
def vector_out_of_circle_from_circle(src, bounds, velocity):
Vector Out Of Circle From Point
Returns the vector out to move a point back out of a circle, given the point was moving at the specified velocity.
- Return Type
-
A vector that can move the point out of the circle
- Parameters
-
Name Type Description Pt The point that is moving
C The circle you want to move the point out of
Velocity The point's velocity
- Signatures
-
vector_2d vector_out_of_circle_from_point(const point_2d &pt, const circle &c, const vector_2d &velocity)
public static Vector2D Vector2D.VectorOutOfCircleFromPoint(Point2D pt, Circle c, Vector2D velocity); public static Vector2D SplashKit.VectorOutOfCircleFromPoint(Point2D pt, Circle c, Vector2D velocity);
function VectorOutOfCircleFromPoint(const pt: Point2D; const c: Circle; const velocity: Vector2D): Vector2D
def vector_out_of_circle_from_point(pt, c, velocity):
Vector Out Of Rect From Circle
Returns a vector that can be used to move a circle back out of a rectangle, given that the circle is moving at the specified velocity.
- Return Type
-
A vector that will move the circle out of the rectangle
- Parameters
-
Name Type Description C The circle that is moving
Rect The area you wan to move the circle out of
Velocity The circle's velocity
- Signatures
-
vector_2d vector_out_of_rect_from_circle(const circle &c, const rectangle &rect, const vector_2d &velocity)
public static Vector2D Vector2D.VectorOutOfRectFromCircle(Circle c, Rectangle rect, Vector2D velocity); public static Vector2D SplashKit.VectorOutOfRectFromCircle(Circle c, Rectangle rect, Vector2D velocity);
function VectorOutOfRectFromCircle(const c: Circle; const rect: Rectangle; const velocity: Vector2D): Vector2D
def vector_out_of_rect_from_circle(c, rect, velocity):
Vector Out Of Rect From Point
Determines the vector needed to move back from point Pt
out of rectangle Rect
given
the point was moving at the velocity specified.
- Return Type
-
A vector that can move the point outside of the rectangle.
- Parameters
-
Name Type Description Pt The point you want to move out of a rectangle
Rect The rectangle to move out of
Velocity The velocity of the point. This is used to determine where the point should return to.
- Signatures
-
vector_2d vector_out_of_rect_from_point(const point_2d &pt, const rectangle &rect, const vector_2d &velocity)
public static Vector2D Vector2D.VectorOutOfRectFromPoint(Point2D pt, Rectangle rect, Vector2D velocity); public static Vector2D SplashKit.VectorOutOfRectFromPoint(Point2D pt, Rectangle rect, Vector2D velocity);
function VectorOutOfRectFromPoint(const pt: Point2D; const rect: Rectangle; const velocity: Vector2D): Vector2D
def vector_out_of_rect_from_point(pt, rect, velocity):
Vector Out Of Rect From Rect
Returns the vector needed to move rectangle Src
back out of rectangle Bounds
assuming the rectangle was moving at the velocity specified.
- Return Type
-
A vector that can move the rectangle out of the bounds
- Parameters
-
Name Type Description Src The rectangle you want to move.
Bounds The area you want to move the rectangle out of
Velocity The velocity of the
Src
rectangle - Signatures
-
vector_2d vector_out_of_rect_from_rect(const rectangle &src, const rectangle &bounds, const vector_2d &velocity)
public static Vector2D Vector2D.VectorOutOfRectFromRect(Rectangle src, Rectangle bounds, Vector2D velocity); public static Vector2D SplashKit.VectorOutOfRectFromRect(Rectangle src, Rectangle bounds, Vector2D velocity);
function VectorOutOfRectFromRect(const src: Rectangle; const bounds: Rectangle; const velocity: Vector2D): Vector2D
def vector_out_of_rect_from_rect(src, bounds, velocity):
Vector Point To Point
Returns a Vector 2D
created from the difference from the P1
to
the second P2
points (Point2d
).
- Return Type
-
A vector that will move things from the starting point to the ending point
- Parameters
-
Name Type Description Start The starting point
End Pt The ending point
- Signatures
-
vector_2d vector_point_to_point(const point_2d &start, const point_2d &end_pt)
public static Vector2D Vector2D.VectorPointToPoint(Point2D start, Point2D endPt); public static Vector2D SplashKit.VectorPointToPoint(Point2D start, Point2D endPt);
function VectorPointToPoint(const start: Point2D; const endPt: Point2D): Vector2D
def vector_point_to_point(start, end_pt):
Vector Subtract
Subtracts the second vector parameter (V2
) from the first vector
(V1
) and returns the result as new Vector 2D
.
- Return Type
-
The result of subtracting the movements of
V2
fromV1
. - Parameters
-
Name Type Description V1 The first vector.
V2 The other vector.
- Signatures
-
vector_2d vector_subtract(const vector_2d &v1, const vector_2d &v2)
public static Vector2D Vector2D.VectorSubtract(Vector2D v1, Vector2D v2); public static Vector2D SplashKit.VectorSubtract(Vector2D v1, Vector2D v2);
function VectorSubtract(const v1: Vector2D; const v2: Vector2D): Vector2D
def vector_subtract(v1, v2):
Vector To
Vector To
Returns a new Vector 2D
using the x and y value of a Point 2D
parameter.
This is a vector from the origin to that point.
- Return Type
-
A vector from the origin to
P1
- Parameters
-
Name Type Description P1 The point
- Signatures
-
vector_2d vector_to(const point_2d &p1)
public static Vector2D Vector2D.VectorTo(Point2D p1); public static Vector2D SplashKit.VectorTo(Point2D p1);
function VectorTo(const p1: Point2D): Vector2D
def vector_to_point(p1):
Vector To
Returns a vector to the indicated point.
- Return Type
-
A vector that will move things the indicated amount
- Parameters
-
Name Type Description X Double
The amount to move horizontally
Y Double
The amount to move vertically
- Signatures
-
vector_2d vector_to(double x, double y)
public static Vector2D Vector2D.VectorTo(double x, double y); public static Vector2D SplashKit.VectorTo(double x, double y);
function VectorTo(x: Double; y: Double): Vector2D
def vector_to(x, y):
Vector To String
Get a text description of the Vector 2D
.
- Return Type
-
String
A string representation of the vector
- Parameters
-
Name Type Description V The vector
- Signatures
-
string vector_to_string(const vector_2d &v)
public static string Vector2D.VectorToString(Vector2D v); public static string SplashKit.VectorToString(Vector2D v);
function VectorToString(const v: Vector2D): String
def vector_to_string(v):
Vectors Equal
Determines if two vectors are the same.
- Return Type
-
Boolean
True if the two vectors are equal.
- Parameters
-
Name Type Description V1 The first vector
V2 The other vector
- Signatures
-
bool vectors_equal(const vector_2d &v1, const vector_2d v2)
public static bool Vector2D.VectorsEqual(Vector2D v1, Vector2D v2); public static bool SplashKit.VectorsEqual(Vector2D v1, Vector2D v2);
function VectorsEqual(const v1: Vector2D; v2: Vector2D): Boolean
def vectors_equal(v1, v2):
Vectors Not Equal
Determines if two vectors are not the same.
- Return Type
-
Boolean
True if the two vectors are different.
- Parameters
-
Name Type Description V1 The first vector
V2 The other vector
- Signatures
-
bool vectors_not_equal(const vector_2d &v1, const vector_2d v2)
public static bool Vector2D.VectorsNotEqual(Vector2D v1, Vector2D v2); public static bool SplashKit.VectorsNotEqual(Vector2D v1, Vector2D v2);
function VectorsNotEqual(const v1: Vector2D; v2: Vector2D): Boolean
def vectors_not_equal(v1, v2):
Types
Matrix 2D
In SplashKit, matrices can be used to combine together a number of
operations that need to be performed on Vector 2D
values. You can
translate, rotate and scale, and combine these together into a
single matrix that can then be applied to vectors and points.
- Fields
-
Name Type Description Elements Double
The elements of the matrix