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//1) Load the image:
UIImage *collisionImage = [UIImage imageNamed:@"levelmask.png"];
//2) Get the image size:
int width = (int)collisionImage.size.width;
int height = (int)collisionImage.size.height;
//3) Allocate our array for quick lookups and clear it:
height );
//4) Get access to the raw bits of the image
CFDataRef imageData = CGDataProviderCopyData( CGImageGetDataProvider
( collisionImage.CGImage ) );
const UInt32 *pixels = (const UInt32*)CFDataGetBytePtr( imageData );
//5) Build our collision map:
for( j = 0; j < (width * height); j++ )
if ( pixels[j] & 0xff000000 ) collisionMap[j] |= 1;
//6) Release what we no longer need:
CFRelease( imageData );
//Now, whenever you need to see if you hit something, you call a routine
//that does:
-(int)collisionForPoint:(CGPoint)point
{
int x = (int)point.x;
int y = (int)point.y;
// TODO: check for boundaries here
return collisionMap[(y*width)+x];
}
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