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# on Overlap Run some code when a sprite of a certain kind overlaps another sprite. ```sig sprites.onOverlap(0, 0, function (sprite, otherSprite) { }) ``` An overlap with a sprite of a different or the same kind is detected. If you want to know when a ``Player`` sprite overlaps an ``Enemy`` sprite, you set the first sprite kind to ``Player`` and the second sprite kind in **otherKind** to ``Enemy``. You can detect overlap with two player sprites, for example, by setting both **kind** and **otherKind** to ``Player``. When an overlap is detected the sprite of the first kind is given to you in the **sprite** parameter of **handler**. The sprite for the second kind is in **otherSprite**. An overlap of two sprites is detected when the first non-transparent pixel in the image of the first sprite overlaps the first non-transparent pixel of the second sprite. If a sprite has it's ``ghost`` flag set, any overlap with another sprite won't be noticed. Also, an overlap occurs even when the values of **Z** for the sprites are different. ## Parameters * **kind**: the first type of sprite to check for overlap. * **otherKind**: the second type of sprite to check for overlap. * **handler**: the code to run when the sprites overlap. >* **sprite**: the first overlapping sprite. >* **otherSprite**: the second overlapping sprite. ## Example #example Create a ``Ghost`` sprite that is blasted by yellow balls. Let the balls go through the sprite until it's ghost status is removed by pressing the **A** button. When the ``Ghost`` sprite is exposed, any contact with the balls is detected in ``||sprites:on overlap||``. Make the balls push the ``Ghost`` sprite off the screen. ```blocks controller.A.onEvent(ControllerButtonEvent.Pressed, function () { ghost.setFlag(SpriteFlag.Ghost, false) }) sprites.onOverlap(SpriteKind.Player, SpriteKind.Projectile, function (sprite, otherSprite) { otherSprite.setVelocity(-50, 50) sprite.sayText("Ouch!", 200, false) sprite.setPosition(sprite.x + 2, sprite.y + 2) }) sprites.onDestroyed(SpriteKind.Player, function (sprite) { game.gameOver(false) }) let projectile: Sprite = null let ghost: Sprite = null ghost = sprites.create(img` . . . . . . d d d d d . . . . . . . . d d d d 1 1 1 d d d . . . . . d d 1 1 1 1 1 1 1 1 d d . . . . d 1 1 1 1 1 1 1 1 1 1 d . . . . d 1 1 1 1 1 1 1 1 1 1 d d . . d d 1 1 1 f 1 1 1 f 1 1 1 d . . d 1 1 1 1 1 1 1 1 1 1 1 1 d d . d 1 1 1 1 1 1 1 1 1 1 1 1 1 d . d 1 1 1 1 1 1 1 1 1 1 1 1 1 d d d 1 1 1 1 1 1 f f 1 1 1 1 1 d d 1 1 1 1 1 1 1 f f 1 1 1 1 1 d d 1 1 1 1 1 1 1 1 1 1 1 1 1 1 d d 1 1 1 1 1 1 1 d 1 1 1 1 1 1 d d 1 d d d 1 1 d d d d 1 d 1 1 d d d d . d d d d . . d d d d d d d d . . . d d . . . . d . . d d `, SpriteKind.Player) ghost.setPosition(60, 60) ghost.setFlag(SpriteFlag.AutoDestroy, true) ghost.setFlag(SpriteFlag.Ghost, true) game.onUpdateInterval(1000, function () { projectile = sprites.createProjectileFromSide(img` . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 5 . . . . . . . . . . . . . 5 5 5 5 . . . . . . . . . . . 5 5 5 5 5 5 . . . . . . . . . . 5 5 5 5 5 5 . . . . . . . . . . . 5 5 5 5 . . . . . . . . . . . . . 5 5 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . `, 50, 50) }) ``` ## See also #seealso [overlaps with](/reference/sprites/sprite/overlaps-with), [set flag](/reference/sprites/sprite/set-flag)