Please don't start multiple topics concerning the same problem. It won't get your questions answered any quicker, and is somewhat annoying.
In the future, make sure to ask your questions in...
Type: Posts; User: helloworld922
Please don't start multiple topics concerning the same problem. It won't get your questions answered any quicker, and is somewhat annoying.
In the future, make sure to ask your questions in...
Much easier to use a loop.
unionShape = empty shape
for every rectangle in the list:
unionShape = union(unionShape, rectangle)
You forgot the break statements.
int testInt = 10;
switch(testInt)
{
case 1:
System.out.println("int = 1");
break;
case 2:
System.out.println("int = 2");
It's a way of dividing up your rectangles/objects in a way that allows you to quickly decide if it's even possible that any two objects/rectangles will be in collision. It's kind of a general term,...
Kind of. You need to figure out whether intersects will return true if the two objects share an edge, or even just a vertex. If it does, then that would be take care of collision checking between two...