ID:155142
 
Is it possible to make a proc which would generate bounding boxes for an object based on the first and last "filled in" pixels along the object icon's x and y axis?

The proc would properly set the object's bound_x, bound_y, bound_height, and bound_width variables based on the object icon's properties.

How would this be done? Or, if you have a better idea please say. Thanks.
Yes it's possible. Use Width() and Height() proc's to find out icons dimension, then make nested loop to loop through every pixel. Inside loop use GetPixel() to figure if pixel is "filled in".
In response to Zaoshi
sounds like a sure-fire way to devour CPU
In response to Mista-mage123
Not unless you run it once on world start up
In response to Mista-mage123
You should do it only once, when worlds starts. Plus it's pretty fast actually (for normal icons), also a little optimization can make it even faster (400% faster on average).
In response to Zaoshi
wat

Where did that figure come from?
In response to Stephen001
Well you can get a 300% speedup just by changing your syntax highlighting so the code is red. You could totally eke out another 100% on top of that, right?
In response to Jp
omg i gotta change it right nao
In response to Stephen001
Who knows :|
I actually made a utility that matched overlays to an icons movement with transperant dots using this method

Unless you cache the results, it'll lag whenever you create an object (and regardless it'll lag -very- badly when the game starts up) but its very possible.
In response to ExPixel
*facepalm* at other replies...

Well it's obviously faster if you add few break's than loop through EVERY pixel. With breaks on average you'd need to loop only through less than 25% of pixels, which will be 400% faster than code which will loop through every pixel.