Members - Reputation: 103
Posted 16 December 2012 - 10:29 PM
[source lang="python"]def checkcollision(ob1, ob2): if(ob1.x+ob1.w > ob2.x and ob1.x < ob2.x+ob2.w): if(ob1.y+ob1.h > ob2.y and ob1.y < ob2.y+ob2.h): return True else: return False else: return Falsedef collision(): for atile in mainarea.tiles: if(checkcollision(player,atile)): player.move(-player.vx, -player.vy) player.vx = 0 player.vy = 0[/source]
My question is, how can I implement collision detection that will only stop movement along one axis, but allow the other axis to keep moving (cause 'sliding' along walls instead of sticking)?
I apoligize if I'm asking in the wrong place, but it seems like a rather general question, and I didn't want to put this under physics, as I do not think it qualifies.
Members - Reputation: 708
Posted 16 December 2012 - 10:43 PM
In the event of a collision on the right side of the object, the velocity along the X axis would be set to zero if it was above zero (this would allow negative X values because they would move you away from the object with which you are colliding).
Inspiration from my tea:
"Never wish life were easier. Wish that you were better" -Jim Rohn
Members - Reputation: 357
Posted 17 December 2012 - 12:43 AM
For example your vehicle: 100 speed units
Your Enemie 25 speed units
Your new Velocity := V1 - V2 = 75
Enemy Velocity = V2 - V1 = -25
Edit: The velocity of course should be a vector so you can move in each axis direction)
Just for example..
So you move slower but at the same time you push the enemy back and no one stuck (and it works with much more objects)
Edited by ~Helgon, 17 December 2012 - 12:44 AM.
from time to time i find time
Members - Reputation: 557
Posted 17 December 2012 - 06:06 PM
Edited by freakchild, 17 December 2012 - 06:07 PM.
Crossbones+ - Reputation: 3137
Posted 18 December 2012 - 09:26 AM
That should handle when you hit the wall during a jump, but you continue to rise and fall, and it will also handle when you jump and hit your head on the ceiling, but your character continues to move along the x-axis.
The obvious downside is you're doing 2 checks per update, but unless it's a complex game with many many collisions to check, it's going to be fine. If you do have a lot of objects, I'd recommend looking into spatial hashing, but this isn't needed until you see performance issues.
---(Old Blog, still has good info): 2dGameMaking
"No one ever posts on that message board; it's too crowded." - Yoga Berra (sorta)