Fixed formatting issues
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@@ -1,4 +1,4 @@
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Abstract:
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## Abstract
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The goal of this pseudocode is to create a collision system that brings several
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The goal of this pseudocode is to create a collision system that brings several
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colliding bodies to a near-contact state (no space between the bodies, but not
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colliding bodies to a near-contact state (no space between the bodies, but not
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@@ -6,7 +6,7 @@ overlapping), while preserving the motion of said bodies. For simplicity, I've
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decided to use a square box (BoundingBox, or BBox for short) for the collidable
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decided to use a square box (BoundingBox, or BBox for short) for the collidable
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bodies.
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bodies.
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Example:
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## Goal
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My current game has a tiled-map, where the tiles are arranged on a 2D grid. The
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My current game has a tiled-map, where the tiles are arranged on a 2D grid. The
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tiles each have a flag indicating if they are solid (i.e. collidable) or not. I
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tiles each have a flag indicating if they are solid (i.e. collidable) or not. I
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@@ -22,7 +22,9 @@ Obviously, there are many in depth issues that I will need to take into
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account when writing this logic, that have been glossed over or omitted in this
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account when writing this logic, that have been glossed over or omitted in this
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article.
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article.
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-------------------------
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## Design
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### Basic Example
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```
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```
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velocity = motion + speed
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velocity = motion + speed
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@@ -42,7 +44,7 @@ motion, but it still leaves several pixels of space between the bounding boxes.
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Notably, it also treats "collision" as an abstract concept, rather than as an
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Notably, it also treats "collision" as an abstract concept, rather than as an
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event that could happen multiple times per frame.
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event that could happen multiple times per frame.
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-------------------------
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### Better Example
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```
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```
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velocity = motion + speed
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velocity = motion + speed
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@@ -62,7 +64,7 @@ If there are any collisions between the player object and the given box set,
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then collisionX() and collisionY() are called to calculate the new distance
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then collisionX() and collisionY() are called to calculate the new distance
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that the character will move.
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that the character will move.
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-------------------------
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### Simple Collision Check
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```
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```
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bool collisionSimple(BOXSET, newPos):
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bool collisionSimple(BOXSET, newPos):
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@@ -90,7 +92,7 @@ would not have been checked against the removed elements.
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Just something to note.
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Just something to note.
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-------------------------
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### Velocity Correction
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```
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```
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var collisionX(BOXSET, velocityX):
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var collisionX(BOXSET, velocityX):
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@@ -105,7 +107,6 @@ Just something to note.
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end
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end
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end
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end
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end
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end
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return ret
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return ret
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end
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end
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```
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```
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