This section illustrates the use of the HitMask and MeMask to define one type of collision. Suppose there are two classes of objects that you wish to control on the display: ENEMYTANK and MYMISSILE. Objects of class ENEMYTANK should be able to pass across one another without registering any collisions. Objects of class MYMISSILE should also be able to pass across one another without collisions. However, when MYMISSILE and ENEMYTANK collide, the system should generate a call to a collision routine. Choose a pair of collision detect bits not yet assigned within MeMask, one to represent ENEMYTANK, the other to represent MYMISSILE. You will use the same two bits in the corresponding HitMask. In this example, bit 1 represents ENEMYTANK objects and bit 2 represents MYMISSLE objects. MeMask HitMask ------ ------- Bit Number 2 1 2 1 --- ------ - - - - ENEMYTANK 1 0 1 1 0 ENEMYTANK 2 0 1 1 0 MYMISSILE 1 0 0 1 In the MeMask, bit 1 is set to indicate that this object is an ENEMYTANK. Bit 2 is clear (zero) indicating this object is not a MYMISSILE object. In the HitMask for ENEMYTANK objects, bit 1 is clear (zero) which means, "I will not register collisions with other ENEMYTANK objects." However, bit 2 is set (one) which means, "I will register collisions with MYMISSILE objects." Thus when a call to DoCollision() occurs, for any objects that appear to be colliding, the system ANDs the MeMask of one object with the HitMask of the other object. If there are non-zero bits present, the system will call one of your collision routines. In this example, suppose that the system senses a collision between ENEMYTANK 1 and ENEMYTANK 2. Suppose also that ENEMYTANK 1 is the top/leftmost object of the pair. Here is the way that the collision testing routine performs the test to see if the system will call any collision-handling routines: Bit Number 2 1 --- ------ - - ENEMYTANK 1 MeMask 0 1 ENEMYTANK 2 HitMask 1 0 Result of logical-AND 0 0 Therefore, the system does not call a collision routine. But suppose that DoCollision() finds an overlap between ENEMYTANK 1 and MYMISSILE, where MYMISSILE is the top/leftmost of the pair: Bit Number 2 1 --- ------ - - MYMISSILE MeMask 1 0 ENEMYTANK 2 HitMask 1 0 Result of logical-AND 1 0 Therefore, the system calls the collision routine at position 2 in the table of collision-handling routines.