# \[AS3\]hitTesting a lot of tiles

**URL:** <https://forum.kirupa.com/t/as3-hittesting-a-lot-of-tiles/293556>\
**Category:** programming\
**Created:** [July 30, 2009, 5:52pm UTC](https://forum.kirupa.com/t/as3-hittesting-a-lot-of-tiles/293556 "2009-07-30T17:52:00Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![flashmxboy](https://avatars.discourse-cdn.com/v4/letter/f/779978/32.png) [@flashmxboy](https://forum.kirupa.com/u/flashmxboy)\
**Post date:** [July 30, 2009, 5:52pm UTC](https://forum.kirupa.com/t/as3-hittesting-a-lot-of-tiles/293556/1 "2009-07-30T17:52:00Z")

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Hi guys:hugegrin:

I`m (still:emb:) working om my platformer. And i used bitmaps to do destructable terrain. Sadly bitmaps cant be bigger than 2880 X 2880:hair: So i finaly got a way to tile my level MC up in smaller bitmaps( with some help from this forum) Now doing this totally messed up my hitTesting. I was hitTesting for one bitmap. But now i have like 20.  
So i thought grouping them together somehow would be the most efficient.  
So i tried to add all the tiles to a movieClip:  
[AS]ground.addChild(arrayOfTiles[row][collum]);[/AS]  
But if i used regular hitTestPoint on the ground MC it detects hits on the boundinBox because the bitmaps are filled with pixels:(  
So i tried with the Collision Detection Kit. It worked, but was way to CPU heavy(mabye i used it wrong??)  
So im kinda stuck:S

Any ideas??

Edit: I figured out i should put a screenshot on the hitTest thing…just to dont leave you guys with nothing…  
This is using regular hitTestPoint and having the bitmaps added to a MC:  
 ![](http://nettvei.com/whitePixels.JPG)
