Fixed formatting issues

Kayne Ruse
2014-12-27 04:15:03 +11:00
parent a12e844103
commit 3df30a2b77
+8 -7
@@ -1,4 +1,4 @@
Abstract:
## Abstract
The goal of this pseudocode is to create a collision system that brings several
colliding bodies to a near-contact state (no space between the bodies, but not
@@ -6,7 +6,7 @@ overlapping), while preserving the motion of said bodies. For simplicity, I've
decided to use a square box (BoundingBox, or BBox for short) for the collidable
bodies.
Example:
## Goal
My current game has a tiled-map, where the tiles are arranged on a 2D grid. The
tiles each have a flag indicating if they are solid (i.e. collidable) or not. I
@@ -22,7 +22,9 @@ Obviously, there are many in depth issues that I will need to take into
account when writing this logic, that have been glossed over or omitted in this
article.
-------------------------
## Design
### Basic Example
```
velocity = motion + speed
@@ -42,7 +44,7 @@ motion, but it still leaves several pixels of space between the bounding boxes.
Notably, it also treats "collision" as an abstract concept, rather than as an
event that could happen multiple times per frame.
-------------------------
### Better Example
```
velocity = motion + speed
@@ -62,7 +64,7 @@ If there are any collisions between the player object and the given box set,
then collisionX() and collisionY() are called to calculate the new distance
that the character will move.
-------------------------
### Simple Collision Check
```
bool collisionSimple(BOXSET, newPos):
@@ -90,7 +92,7 @@ would not have been checked against the removed elements.
Just something to note.
-------------------------
### Velocity Correction
```
var collisionX(BOXSET, velocityX):
@@ -105,7 +107,6 @@ Just something to note.
end
end
end
return ret
end
```