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   overRect vs java Rectangle
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   Author  Topic: overRect vs java Rectangle  (Read 344 times)
st33d

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overRect vs java Rectangle
« on: Jan 20th, 2005, 3:25pm »

For most of my collision detection I've just copy/pasted the overRect boolean thats repeated all over processing.org.
 
http://processing.org/learning/examples/handles.html
 
I'm writing a sort of bacterium simulator now that works in squares and was looking up what would be the most efficient method of collision detection when I discover java's Rectangle class. So instead of doing overRect I could have been doing:
 
Code:

Rectangle r1 = new Rectangle(0,0,20,20);
void setup(){}
void loop(){
if (r1.contains(mouseX,mouseY)){
println("true");
}else{
println("false");
}
}

 
Add so to detect if the square bacterium are overlapping I'm thinking along these lines:
 
Code:

square s1 = new square(0,0,20);
square s2 = new square(10,10,20);
//void setup(){}
void draw(){
s1.d();
s2.d();
if (s1.intersects(s2)){
println("true");
}
}
class square extends Rectangle {
square (int x, int y, int s){
this.x = x;
this.y = y;
this.width = s;
this.height = s;
}
void d(){
rect(x,y,width,height);
}
}

I know that when starting off coding it's good practice to write your own collision detection from scratch. But am I saving time here by accessing the java's Rectangle or am I slowing things down?
 

I could murder a pint.
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