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Fast Pixel-Perfect Collision Detection for Cocos2D with Example Code (2/2)

On December 15, 2011, in cocos2d, by Steffen Itterheim

This continues and concludes the previous post of the Fast Pixel-Perfect Collision Detection for Cocos2D with Example Code (1/2) article.

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Tagged with: BitArray • bounding box • CCNodeExtensions • CGRectIntersection • cocos2d • collision • collision detection • collisions • convertToNodeSpace • demo project • KKPixelMaskSprite • kobold2d • maskSprite • nodeSpace • optimization • pixel-perfect • pixelMask • rectangle intersection • Retina 

About Me 

I'm Steffen Itterheim, author of Learn SpriteBuilder and the (not outdated) Learn Cocos2D book series.

I started my game industry career in 1999 creating Gameboy titles as designer, followed by working as software engineer on RTS/RPG series SpellForce and BattleForge for a studio that was acquired by EA in 2006.

Since 2010 I'm a freelance developer, specialising on 2D game development for mobile.

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© 2010-2012 Steffen Itterheim. All Rights Reserved. Cocos2D is a registered trademark of Ricardo Quesada. All other trademarks are the property of their respective owners. Steffen Itterheim is not affiliated with or endorsed by Ricardo Quesada or Zynga.
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