It doesn't have to be pixel-perfect collision, but I want it to be as close as possible to the actual pixels of the sprite. FYI, I created a 32 by 32 sprite but then I was only able to fill estimately half the amount of pixels, so the rest is just transparent.
Most games out there don't use anything close to pixel perfect collision and it's usually not needed. Having some approximated rectangle or a combination of multiple rectangles is usually enough.
SFML itself provides intersects()
and contains()
functions for it's sf::Rect<T>
class.
There's also some collision detection class in the SFML wiki which also features a bit-mask collision, that's basically a pixel-perfect collision detection.