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My idea for a 2d collision algorithm.


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#1 black_darkness   Members   -  Reputation: 280

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Posted 16 December 2012 - 12:17 AM

Hello. Feedback appreciated.

So all my algorithm will need are

2 integers
  • currentx
  • currenty

1 2d matrix of bools
  • index[x][y]
So for example I will create the matrix like this
Border is False
5x3 rectangle impassable in center

bool index[11][11] =
{
{false,false,false,false,false,false,false,false,false,false,false }, // row 0
{false,true,true,true,true,true,true,true,true,true,false }, // row 1
{false,true,true,true,true,true,true,true,true,true,false }, // row 2
{false,true,true,true,true,true,true,true,true,true,false }, // row 3
{false,true,true,false,false,false,false,false,true,true,false }, // row 4
{false,true,true,false,false,false,false,false,true,true,false }, // row 5
{false,true,true,false,false,false,false,false,true,true,false }, // row 6
{false,true,true,true,true,true,true,true,true,true,false }, // row 7
{false,true,true,true,true,true,true,true,true,true,false }, // row 8
{false,true,true,true,true,true,true,true,true,true,false }, // row 9
{false,false,false,false,false,false,false,false,false,false,false }, // row 0
};

Here is a graph of what it will look like
X = boolean false;
O = boolean true;

XXXXXXXXXXX //row 0
XOOOOOOOOOX //row 1
XOOOOOOOOOX //row 2
XOOOOOOOOOX //row 3
XOOXXXXXOOX //row 4
XOOXXXXXOOX //row 5
XOOXXXXXOOX //row 6
XOOOOOOOOOX //row 7
XOOOOOOOOOX //row 8
XOOOOOOOOOX //row 9
XXXXXXXXXXX //row 10[/font]

So now all we need is the initial position.
int curx = 1;
int cury = 1;

So 3 inital values are as follows
  • curx
  • cury
  • index
Now here is my algorithm to test if square moving to is passable.

I will write my algorithm in C++ notation.
//assuming you are going up.
//translates well into all 4 directions.

if(index[cury-1][curx]==true) {
	 cury-=1;
}
else {
//collision sound
}



So when I implement this I think I will implement it as a function. I may create a class for map so it will be easy to create a rectangular grid.

Edited by black_darkness, 16 December 2012 - 12:19 AM.


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#2 C0lumbo   Crossbones+   -  Reputation: 2500

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Posted 16 December 2012 - 12:25 AM

That'll work. For the sake of your sanity, if you plan on doing large maps, then it might be worth plugging in code so you can load in your index array from a .bmp or something. Failing that, at the very least you could create your map from a string, so you could use the XOOOOXXOOO style notation. Something like:

[source lang="cpp"]const char *pGameMap[] = { "XXXXXOOOOOXXXXX", "XXXXOOOOOOOXXXX",};[/source]

You could convert that into a bool array, or just do your tests directly on the string seeing as a char is no bigger than a bool.

Edited by C0lumbo, 16 December 2012 - 12:26 AM.


#3 black_darkness   Members   -  Reputation: 280

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Posted 16 December 2012 - 12:41 AM

That'll work. For the sake of your sanity, if you plan on doing large maps, then it might be worth plugging in code so you can load in your index array from a .bmp or something. Failing that, at the very least you could create your map from a string, so you could use the XOOOOXXOOO style notation. Something like:

[source lang="cpp"]const char *pGameMap[] ={ "XXXXXOOOOOXXXXX", "XXXXOOOOOOOXXXX",};[/source]

You could convert that into a bool array, or just do your tests directly on the string seeing as a char is no bigger than a bool.


I still get confused by pointers.

Does the source code snippet create a constant of datatype char* and name it pGameMap[]? if so how can I assign a string to a char* type? That is overly complex for me to conceptualize without a little breakdown.

#4 C0lumbo   Crossbones+   -  Reputation: 2500

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Posted 16 December 2012 - 02:29 AM

I still get confused by pointers.

Does the source code snippet create a constant of datatype char* and name it pGameMap[]? if so how can I assign a string to a char* type? That is overly complex for me to conceptualize without a little breakdown.


It's a little complicated to explain exactly what that code is doing. Essentially, each line of "XXXOOOXXX" becomes a NULL terminated string and pGameMap is an array of pointers that point to those strings, I used [] instead of specifying a size of the array so that the compiler can infer the number of strings by the number of entries. C Strings are simply an array of char (8 bit numbers) where a value of 0 indicates the end.

In terms of you using it, your sample code would become:

[source lang="cpp"]//assuming you are going up.//translates well into all 4 directions. if(pGameMap[cury-1][curx]=='O') { cury-=1;}else {//collision sound}[/source]
Other things to watch out for are that you would not be allowed to modify pGameMap at runtime which might be an issue if you want a dynamic world (you could copy the data from pGameMap and modify that though). Also I'd recommend throwing a few asserts into your code to make sure all the strings are the same length and that there's a safe border of X around the edge of the map.




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