
COLLISION DETECTION
You can use the hardware to detect collisions between one sprite group and another sprite
group, any sprite group and either of the playfields, the two playfields, or any combination
of these items.
The first kind of collision is typically used in a game operation to determine if a missile has
collided with a moving player. The second kind of collision is typically used to keep a
moving object within specified on-screen boundaries. The third kind of collision detection
allows you to define sections of playfield as individual objects, which you may move
using the blitter. This is called playfield animation. If one playfield is defined as the
backdrop or playing area and the other playfield is used to define objects (in addition to
the sprites), you can sense collisions between the playfield-objects and the sprites or
between the playfield-objects and the other playfield.
HOW COLLISIONS ARE DETERMINED
The video output is formed when the input data from all of the bit-planes and the sprites
is combined into a common data stream for the display. For each of the pixel positions on
the screen, the color of the highest priority object is displayed. Collisions are detected
when two or more objects attempt to overlap in the same pixel position. This will set a bit
in the collision data register.
- System Control Hardware 207 -
Содержание Amiga A1000
Страница 1: ...AMIGA HARDWARE REFERENCE MANUAL 1992 Commodore Business Machines Amiga 1200 PAL...
Страница 20: ...Figure 1 1 Block Diagram for the Amiga Computer Family Introduction 11...
Страница 21: ...12 Introduction...
Страница 72: ...Figure 3 12 A dual Playfield display Playfield Hardware 63...
Страница 87: ...Figure 3 24 Horizontal Scrolling 78 playfield hardware...
Страница 101: ...92 Playfield Hardware...
Страница 199: ...Figure 6 9 DMA time slot allocation 190 Blitter hardware...
Страница 203: ...Figure 6 13 Blitter Block Diagram 194 Blitter Hardware...
Страница 229: ...220 System Control Hardware...
Страница 246: ...Figure 8 8 Chinon Timing diagram cont Interface Hardware 237...
Страница 265: ...256 Interface Hardware...
Страница 289: ...280 Appendix A...
Страница 297: ...288 Appendix B...
Страница 298: ...APPENDIX C CUSTOM CHIP PIN ALLOCATION LIST NOTE Means an active low signal Appendix C 289...
Страница 302: ...APPENDIX D SYSTEM MEMORY MAP Appendix D 293...
Страница 343: ...334 Appendix F...
Страница 351: ...342 Appendix G...
Страница 361: ...352 Appendix H...
Страница 367: ...358 Appendix I...