I have two groups of randomly generated actors, one is bullets second is enemies. And as of now I have no idea how to check collision of randomly genrated actors and remove the overlaped actors. I'm newby.

At least provide some pseudocode! Thanx in advance!!!

  • \$\begingroup\$ I suggest starting by looking at Rectangle.overlaps(). \$\endgroup\$ Nov 28 '14 at 11:32
  • \$\begingroup\$ Actually I previously used Rectangle. Overlaps(), but I dont have any idea how to apply it on randomly generated actors. \$\endgroup\$
    – Khusrav
    Nov 28 '14 at 11:43

First ensure that your Actors are able to report their bounds:

public class Enemy extends Actor {

    Rectangle bounds;
    public Enemy() {
        bounds=new Rectangle((int)getX(), (int)getY(), (int)getWidth(), (int)getHeight());

    public Rectangle getBounds() {
        return bounds;

    private void setXY(float pX,float pY) {
        setPosition(pX, pY);

Then collect any Actors into ArrayLists:

//init lists
List<Enemy> enemies = new ArrayList<Enemy>();
List<Bullet> bullets = new ArrayList<Bullet>();

//add actors to lists
enemies.Add(new Enemy());
bullets.Add(new Bullet());

Now you can itterate though the lists and check for collisions:

for (int i = enemies.size() - 1; i >= 0; i--) {
    Enemy enemy = enemies.get(i);
    for (int j = bullets.size() - 1; j >= 0; j--) {
        Bullet bullet = bullets.get(j);
        if(enemy.getBounds().overlaps(bullet.getBounds())) {
            //handle collision
  • 1
    \$\begingroup\$ Thanx a lot, I'm new here so can't give you +1 else you deserve it!!! \$\endgroup\$
    – Khusrav
    Nov 28 '14 at 12:07
  • 1
    \$\begingroup\$ but a nested for() loop is terrible for performance - is this really the only way ? \$\endgroup\$ Nov 25 '15 at 12:02
  • 2
    \$\begingroup\$ @SomeoneSomewhere This approach was chosen for its simplicity. If you are more concerned about performance then you might want to consider a quad tree. \$\endgroup\$ Nov 26 '15 at 5:09

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