I made a special method for determining (atlas) sprite bounding rectangles (wrapped into a "SpriteUtilities" class):
Code:
+(CGRect) positionRect: (AtlasSprite*)sprite {
CGSize contentSize = [sprite contentSize];
CGPoint contentPosition = [sprite position];
CGRect result = CGRectOffset(CGRectMake(0, 0, contentSize.width, contentSize.height), contentPosition.x-contentSize.width/2, contentPosition.y-contentSize.height/2);
return result;
}
Then to check for collision of two atlas sprites:
CGRect rect1 = [SpriteUtilities positionRect:atlasSprite1];
CGRect rect2 = [SpriteUtilities positionRect:atlasSprite2];
if (!CGRectIsNull(CGRectIntersection(rect1, rect2))) {
//handle collision
}
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