Fixed formatting issues
+40
-39
@@ -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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@@ -22,19 +22,21 @@ 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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if (collision(position + velocity)) then
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if (collision(position + velocity)) then
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if (collision(position + {velocity.x, 0})) then
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if (collision(position + {velocity.x, 0})) then
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velocity.x = 0
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velocity.x = 0
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end
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if (collision(position + {0, velocity.y})) then
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velocity.y = 0
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end
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end
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end
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position = position + velocity
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if (collision(position + {0, velocity.y})) then
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velocity.y = 0
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end
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end
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position = position + velocity
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```
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```
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This code is a basic outline for a collision system that preserves the object's
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This code is a basic outline for a collision system that preserves the object's
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@@ -42,15 +44,15 @@ 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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if (collisionSimple(BOXSET, position + velocity)) then
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if (collisionSimple(BOXSET, position + velocity)) then
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velocity.x = collisionX(BOXSET, velocity.x)
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velocity.x = collisionX(BOXSET, velocity.x)
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velocity.y = collisionY(BOXSET, velocity.y)
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velocity.y = collisionY(BOXSET, velocity.y)
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end
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end
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position = position + velocity
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position = position + velocity
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```
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```
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Here, collisions are still abstract, but "BOXSET" is defined externally
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Here, collisions are still abstract, but "BOXSET" is defined externally
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@@ -62,17 +64,17 @@ 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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for_each box in BOXSET do
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for_each box in BOXSET do
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if (box.overlap(PLAYER.box + newPos)) then
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if (box.overlap(PLAYER.box + newPos)) then
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return true
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return true
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end
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end
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end
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return false
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end
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end
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return false
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end
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```
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```
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collisionSimple() first runs through the BOXSET, checking if any of the given
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collisionSimple() first runs through the BOXSET, checking if any of the given
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@@ -90,24 +92,23 @@ 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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var ret = velocityX
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var ret = velocityX
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for_each box in BOXSET do
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for_each box in BOXSET do
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if (box.overlap(PLAYER.box + PLAYER.position + {velocityX,0})) then
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if (box.overlap(PLAYER.box + PLAYER.position + {velocityX, 0})) then
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if (velocityX > 0) then
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if (velocityX > 0) then
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ret = min(ret, box.west - PLAYER.position.x)
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ret = min(ret, box.west - PLAYER.position.x)
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else
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else
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ret = max(ret, box.east - PLAYER.position.x)
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ret = max(ret, box.east - PLAYER.position.x)
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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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end
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end
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return ret
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end
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```
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```
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Two things: 1. collisionX() and collisionY() should be identical except for the
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Two things: 1. collisionX() and collisionY() should be identical except for the
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@@ -122,4 +123,4 @@ right (or up or down).
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An unfortunate bug I can already see is that this logic doesn't check corners;
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An unfortunate bug I can already see is that this logic doesn't check corners;
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it might be possible to get stuck on a corner of a wall, but if this becomes an
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it might be possible to get stuck on a corner of a wall, but if this becomes an
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issue in my implementation I will update this article with that information,
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issue in my implementation I will update this article with that information,
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and you can promptly ignore it.
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and you can promptly ignore it.
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Reference in New Issue
Block a user