Sign in to follow this  
selve

SDL - 2D Collision/Random Coordinates bug

Recommended Posts

selve    145
Hi guys. Recently I started learning [i]SDL[/i]. I wrote something like "[i]Pickin' sticks[/i]". The only thing that's not working is I think the collision or maybe random coordinates of food. It is like this - I launch the game, pick some food (moving by arrows) and it's counting by int [b]foodamount [/b](you can see on the screen). Sometimes it works - I get +1 to foodamount and there's a single sound [i]crunch[/i]. However sometimes when I try to pick it up, the sound of [i]crunch [/i]is repeating and repeating, food appears in the same place on the floor, the foodamount counter rises from 5 to 300. I don't know how to fix this. I would be really grateful if you can help me. Screens are under the code. Here's the code (the code fuction didn't work for me on the forum):

#include "SDL/SDL.h"
#include "SDL/SDL_ttf.h"
#include "SDL/SDL_mixer.h"
#include "SDL/SDL_image.h"
#include <windows.h>
#include <stdbool.h>
#define randx rand()*100%1175
#define randy rand()*100%585
SDL_Surface * background;
SDL_Surface * player;
SDL_Surface * screen;
//ITEMS
SDL_Surface * hamburger;
SDL_Surface * banana;
SDL_Surface * fries;
SDL_Surface * donut;
SDL_Surface * cake;
SDL_Surface * item;
//ITEMS
SDL_Surface * koniec;
SDL_Event event;
SDL_Rect playerlocation;
//ITEMS LOCATIONS
SDL_Rect hamburgerlocation;
SDL_Rect bananalocation;
SDL_Rect frieslocation;
SDL_Rect donutlocation;
SDL_Rect cakelocation;
SDL_Rect itemlocation;
//ITEMS LOCATIONS
int fullscreen = 0;
int randomfood;
int foodamount;
void putfood()
{
srand( time( NULL ) );
int itemx,itemy;
itemx = randx;
itemy = randy;
randomfood = (rand()%(5+1)) + 1;
if(randomfood == 1)
{
hamburgerlocation.x = itemx;
hamburgerlocation.y = itemy;
hamburgerlocation.w = 40;
hamburgerlocation.h = 40;
item = hamburger;
itemlocation = hamburgerlocation;
SDL_BlitSurface(item, NULL, screen, &itemlocation);
//SDL_Flip(screen);
}
if(randomfood == 2)
{
bananalocation.x = itemx;
bananalocation.y = itemy;
bananalocation.w = 40;
bananalocation.h = 40;
item = banana;
itemlocation = bananalocation;
SDL_BlitSurface(item, NULL, screen, &itemlocation);
//SDL_Flip(screen);
}
if(randomfood == 3)
{
frieslocation.x = itemx;
frieslocation.y = itemy;
frieslocation.w = 40;
frieslocation.h = 40;
item = fries;
itemlocation = frieslocation;
SDL_BlitSurface(item, NULL, screen, &itemlocation);
//SDL_Flip(screen);
}
if(randomfood == 4)
{
donutlocation.x = itemx;
donutlocation.y = itemy;
donutlocation.w = 40;
donutlocation.h = 40;
item = donut;
itemlocation = donutlocation;
SDL_BlitSurface(item, NULL, screen, &itemlocation);
//SDL_Flip(screen);
}
if(randomfood == 5)
{
cakelocation.x = itemx;
cakelocation.y = itemy;
cakelocation.w = 40;
cakelocation.h = 40;
item = cake;
itemlocation = cakelocation;
SDL_BlitSurface(item, NULL, screen, &itemlocation);
//SDL_Flip(screen);
}
}
int collision(SDL_Rect* rect1,SDL_Rect* rect2)
{
if(rect1->y >= rect2->y + rect2->h)
return 0;
if(rect1->x >= rect2->x + rect2->w)
return 0;
if(rect1->y + rect1->h <= rect2->y)
return 0;
if(rect1->x + rect1->w <= rect2->x)
return 0;
return 1;
}
bool checkCollision(SDL_Rect *player, SDL_Rect *obj)
{
if(player->x < obj->x + obj->w && player->x + player->w > obj->x && player->y < obj->y + obj->h && player->y + player->h > obj->y)
{
return true;
}
else
{
return false;
}
}
int main(int argc, char * args[])
{
bool jump = false;
Mix_OpenAudio(22050,MIX_DEFAULT_FORMAT,2,4096);
Mix_Chunk *eat = Mix_LoadWAV("sound/eat.wav");
Mix_Chunk *intro = Mix_LoadWAV("sound/layout.wav");
Mix_Chunk *step = Mix_LoadWAV("sound/step.wav");
Mix_VolumeChunk(intro, 64);
Mix_VolumeChunk(step, 10);
Mix_VolumeChunk(eat, 70);
Mix_PlayChannel(-1, intro, 0);
int x,y;
int exit = 0;
SDL_Init(SDL_INIT_EVERYTHING);
background = IMG_Load("images/grass.jpg");
player = IMG_Load("images/player.png");
screen = SDL_SetVideoMode(1280,720,32,SDL_DOUBLEBUF|SDL_SWSURFACE);
//items
hamburger = IMG_Load("images/food.png");
banana = IMG_Load("images/banana.png");
fries = IMG_Load("images/fries.png");
donut = IMG_Load("images/donut.png");
cake = IMG_Load("images/cake.png");
//items
koniec = SDL_LoadBMP("images/koniec.bmp");
SDL_WM_SetCaption("Program testowy SDL v2 (by Selve)", NULL);
Uint8 * keystate = SDL_GetKeyState( NULL );
SDL_BlitSurface(background, NULL, screen, NULL);
SDL_Flip(screen);
x = 500;
y = 250;
playerlocation.w = 40;
playerlocation.h = 40;
playerlocation.x = x;
playerlocation.y = y;
TTF_Init();
TTF_Font * font = TTF_OpenFont("font/font.ttf", 45);
SDL_Surface * text;
SDL_Color text_color = {255, 255, 255};
char buf[50];
sprintf(buf, "Food amount: %d", foodamount);
SDL_Surface * textSurface = TTF_RenderText_Solid(font, buf, text_color);
SDL_BlitSurface(textSurface, NULL, screen, NULL);
SDL_Flip(screen);
putfood();
while (exit == 0)
{
char buf[50];
sprintf(buf, "Food amount: %d", foodamount);
SDL_Surface * textSurface = TTF_RenderText_Solid(font, buf, text_color);
SDL_BlitSurface(textSurface, NULL, screen, NULL);
while(SDL_PollEvent(&event))
{
if(event.type == SDL_QUIT)
{
SDL_Quit();
return 0;
}
if(event.type == SDL_KEYDOWN)
{
if(event.key.keysym.sym == SDLK_q)
{
SDL_FreeSurface(background);
SDL_Flip( screen );
Mix_CloseAudio();
SDL_BlitSurface( koniec, NULL, screen, NULL );
SDL_Flip( screen );
SDL_Delay(2500);
SDL_Quit();
return 0;
}
if(event.key.keysym.sym == SDLK_RETURN && fullscreen == 0)
{
SDL_SetVideoMode( 1280, 720, 32, SDL_DOUBLEBUF|SDL_SWSURFACE|SDL_FULLSCREEN);
fullscreen = 1;
SDL_BlitSurface(background, NULL, screen, NULL);
SDL_BlitSurface(player, NULL, screen, &playerlocation);
SDL_BlitSurface(item, NULL, screen, &itemlocation);
SDL_Flip( screen );
break;
}
if(event.key.keysym.sym == SDLK_RETURN && fullscreen == 1)
{
SDL_SetVideoMode( 1280, 720, 32, SDL_DOUBLEBUF|SDL_SWSURFACE );
fullscreen = 0;
SDL_BlitSurface(background, NULL, screen, NULL);
SDL_BlitSurface(player, NULL, screen, &playerlocation);
SDL_BlitSurface(item, NULL, screen, &itemlocation);
SDL_Flip( screen );
break;
}
}
}
if(keystate[SDLK_RIGHT])
{
if(playerlocation.x < 1175)
{
playerlocation.x = playerlocation.x + 4;
Mix_PlayChannel(-1, step, 0);
SDL_BlitSurface(background, NULL, screen, NULL);
SDL_BlitSurface(item, NULL, screen, &itemlocation);
SDL_BlitSurface(textSurface, NULL, screen, NULL);
}
}
if(keystate[SDLK_LEFT])
{
if(playerlocation.x > 10)
{
Mix_PlayChannel(-1, step, 0);
playerlocation.x = playerlocation.x - 4;
SDL_BlitSurface(background, NULL, screen, NULL);
SDL_BlitSurface(item, NULL, screen, &itemlocation);
SDL_BlitSurface(textSurface, NULL, screen, NULL);
}
}
if(keystate[SDLK_UP])
{
if(playerlocation.y > 10)
{
Mix_PlayChannel(-1, step, 0);
playerlocation.y = playerlocation.y - 4;
SDL_BlitSurface(background, NULL, screen, NULL);
SDL_BlitSurface(item, NULL, screen, &itemlocation);
SDL_BlitSurface(textSurface, NULL, screen, NULL);
}
}
if(keystate[SDLK_DOWN])
{
if(playerlocation.y < 585)
{
Mix_PlayChannel(-1, step, 0);
playerlocation.y = playerlocation.y + 4;
SDL_BlitSurface(background, NULL, screen, NULL);
SDL_BlitSurface(item, NULL, screen, &itemlocation);
SDL_BlitSurface(textSurface, NULL, screen, NULL);
}
}
SDL_BlitSurface(player, NULL, screen, &playerlocation);
SDL_Flip(screen);
if(checkCollision(&playerlocation, &itemlocation))
{
putfood();
Mix_PlayChannel(1, eat, 0);
foodamount++;
}
}
}

[size=6][b]Here's the photos:[/b][/size]
[img]http://img43.imageshack.us/img43/3997/bugsdl2.png[/img]
[size=6][b]And next:[/b][/size]
[img]http://img41.imageshack.us/img41/1759/bugsdl1.png[/img] Edited by selve

Share this post


Link to post
Share on other sites
selve    145
Great, thanks man. But the problem still appears. Instead of adding +300 to int [b]foodamount[/b], it sometimes adds +2 or +3 to that. What's the problem now?
Edit. Or maybe random coordinates causes food to appear in 3 similar places. Edited by selve

Share this post


Link to post
Share on other sites
BeerNutts    4400
Please use the code tags.
[code]
#include "SDL/SDL.h"
#include "SDL/SDL_ttf.h"
#include "SDL/SDL_mixer.h"
#include "SDL/SDL_image.h"
#include <windows.h>
#include <stdbool.h>
#define randx rand()*100%1175
#define randy rand()*100%585
SDL_Surface * background;
SDL_Surface * player;
SDL_Surface * screen;
//ITEMS
SDL_Surface * hamburger;
SDL_Surface * banana;
SDL_Surface * fries;
SDL_Surface * donut;
SDL_Surface * cake;
SDL_Surface * item;
//ITEMS
SDL_Surface * koniec;
SDL_Event event;
SDL_Rect playerlocation;
//ITEMS LOCATIONS
SDL_Rect hamburgerlocation;
SDL_Rect bananalocation;
SDL_Rect frieslocation;
SDL_Rect donutlocation;
SDL_Rect cakelocation;
SDL_Rect itemlocation;
//ITEMS LOCATIONS
int fullscreen = 0;
int randomfood;
int foodamount;
void putfood()
{
srand( time( NULL ) );
int itemx,itemy;
itemx = randx;
itemy = randy;
randomfood = (rand()%(5+1)) + 1;
if(randomfood == 1)
{
hamburgerlocation.x = itemx;
hamburgerlocation.y = itemy;
hamburgerlocation.w = 40;
hamburgerlocation.h = 40;
item = hamburger;
itemlocation = hamburgerlocation;
SDL_BlitSurface(item, NULL, screen, &itemlocation);
//SDL_Flip(screen);
}
if(randomfood == 2)
{
bananalocation.x = itemx;
bananalocation.y = itemy;
bananalocation.w = 40;
bananalocation.h = 40;
item = banana;
itemlocation = bananalocation;
SDL_BlitSurface(item, NULL, screen, &itemlocation);
//SDL_Flip(screen);
}
if(randomfood == 3)
{
frieslocation.x = itemx;
frieslocation.y = itemy;
frieslocation.w = 40;
frieslocation.h = 40;
item = fries;
itemlocation = frieslocation;
SDL_BlitSurface(item, NULL, screen, &itemlocation);
//SDL_Flip(screen);
}
if(randomfood == 4)
{
donutlocation.x = itemx;
donutlocation.y = itemy;
donutlocation.w = 40;
donutlocation.h = 40;
item = donut;
itemlocation = donutlocation;
SDL_BlitSurface(item, NULL, screen, &itemlocation);
//SDL_Flip(screen);
}
if(randomfood == 5)
{
cakelocation.x = itemx;
cakelocation.y = itemy;
cakelocation.w = 40;
cakelocation.h = 40;
item = cake;
itemlocation = cakelocation;
SDL_BlitSurface(item, NULL, screen, &itemlocation);
//SDL_Flip(screen);
}
}
int collision(SDL_Rect* rect1,SDL_Rect* rect2)
{
if(rect1->y >= rect2->y + rect2->h)
return 0;
if(rect1->x >= rect2->x + rect2->w)
return 0;
if(rect1->y + rect1->h <= rect2->y)
return 0;
if(rect1->x + rect1->w <= rect2->x)
return 0;
return 1;
}
bool checkCollision(SDL_Rect *player, SDL_Rect *obj)
{
if(player->x < obj->x + obj->w && player->x + player->w > obj->x && player->y < obj->y + obj->h && player->y + player->h > obj->y)
{
return true;
}
else
{
return false;
}
}
int main(int argc, char * args[])
{
bool jump = false;
Mix_OpenAudio(22050,MIX_DEFAULT_FORMAT,2,4096);
Mix_Chunk *eat = Mix_LoadWAV("sound/eat.wav");
Mix_Chunk *intro = Mix_LoadWAV("sound/layout.wav");
Mix_Chunk *step = Mix_LoadWAV("sound/step.wav");
Mix_VolumeChunk(intro, 64);
Mix_VolumeChunk(step, 10);
Mix_VolumeChunk(eat, 70);
Mix_PlayChannel(-1, intro, 0);
int x,y;
int exit = 0;
SDL_Init(SDL_INIT_EVERYTHING);
background = IMG_Load("images/grass.jpg");
player = IMG_Load("images/player.png");
screen = SDL_SetVideoMode(1280,720,32,SDL_DOUBLEBUF|SDL_SWSURFACE);
//items
hamburger = IMG_Load("images/food.png");
banana = IMG_Load("images/banana.png");
fries = IMG_Load("images/fries.png");
donut = IMG_Load("images/donut.png");
cake = IMG_Load("images/cake.png");
//items
koniec = SDL_LoadBMP("images/koniec.bmp");
SDL_WM_SetCaption("Program testowy SDL v2 (by Selve)", NULL);
Uint8 * keystate = SDL_GetKeyState( NULL );
SDL_BlitSurface(background, NULL, screen, NULL);
SDL_Flip(screen);
x = 500;
y = 250;
playerlocation.w = 40;
playerlocation.h = 40;
playerlocation.x = x;
playerlocation.y = y;
TTF_Init();
TTF_Font * font = TTF_OpenFont("font/font.ttf", 45);
SDL_Surface * text;
SDL_Color text_color = {255, 255, 255};
char buf[50];
sprintf(buf, "Food amount: %d", foodamount);
SDL_Surface * textSurface = TTF_RenderText_Solid(font, buf, text_color);
SDL_BlitSurface(textSurface, NULL, screen, NULL);
SDL_Flip(screen);
putfood();
while (exit == 0)
{
char buf[50];
sprintf(buf, "Food amount: %d", foodamount);
SDL_Surface * textSurface = TTF_RenderText_Solid(font, buf, text_color);
SDL_BlitSurface(textSurface, NULL, screen, NULL);
while(SDL_PollEvent(&event))
{
if(event.type == SDL_QUIT)
{
SDL_Quit();
return 0;
}
if(event.type == SDL_KEYDOWN)
{
if(event.key.keysym.sym == SDLK_q)
{
SDL_FreeSurface(background);
SDL_Flip( screen );
Mix_CloseAudio();
SDL_BlitSurface( koniec, NULL, screen, NULL );
SDL_Flip( screen );
SDL_Delay(2500);
SDL_Quit();
return 0;
}
if(event.key.keysym.sym == SDLK_RETURN && fullscreen == 0)
{
SDL_SetVideoMode( 1280, 720, 32, SDL_DOUBLEBUF|SDL_SWSURFACE|SDL_FULLSCREEN);
fullscreen = 1;
SDL_BlitSurface(background, NULL, screen, NULL);
SDL_BlitSurface(player, NULL, screen, &playerlocation);
SDL_BlitSurface(item, NULL, screen, &itemlocation);
SDL_Flip( screen );
break;
}
if(event.key.keysym.sym == SDLK_RETURN && fullscreen == 1)
{
SDL_SetVideoMode( 1280, 720, 32, SDL_DOUBLEBUF|SDL_SWSURFACE );
fullscreen = 0;
SDL_BlitSurface(background, NULL, screen, NULL);
SDL_BlitSurface(player, NULL, screen, &playerlocation);
SDL_BlitSurface(item, NULL, screen, &itemlocation);
SDL_Flip( screen );
break;
}
}
}
if(keystate[SDLK_RIGHT])
{
if(playerlocation.x < 1175)
{
playerlocation.x = playerlocation.x + 4;
Mix_PlayChannel(-1, step, 0);
SDL_BlitSurface(background, NULL, screen, NULL);
SDL_BlitSurface(item, NULL, screen, &itemlocation);
SDL_BlitSurface(textSurface, NULL, screen, NULL);
}
}
if(keystate[SDLK_LEFT])
{
if(playerlocation.x > 10)
{
Mix_PlayChannel(-1, step, 0);
playerlocation.x = playerlocation.x - 4;
SDL_BlitSurface(background, NULL, screen, NULL);
SDL_BlitSurface(item, NULL, screen, &itemlocation);
SDL_BlitSurface(textSurface, NULL, screen, NULL);
}
}
if(keystate[SDLK_UP])
{
if(playerlocation.y > 10)
{
Mix_PlayChannel(-1, step, 0);
playerlocation.y = playerlocation.y - 4;
SDL_BlitSurface(background, NULL, screen, NULL);
SDL_BlitSurface(item, NULL, screen, &itemlocation);
SDL_BlitSurface(textSurface, NULL, screen, NULL);
}
}
if(keystate[SDLK_DOWN])
{
if(playerlocation.y < 585)
{
Mix_PlayChannel(-1, step, 0);
playerlocation.y = playerlocation.y + 4;
SDL_BlitSurface(background, NULL, screen, NULL);
SDL_BlitSurface(item, NULL, screen, &itemlocation);
SDL_BlitSurface(textSurface, NULL, screen, NULL);
}
}
SDL_BlitSurface(player, NULL, screen, &playerlocation);
SDL_Flip(screen);
if(checkCollision(&playerlocation, &itemlocation))
{
putfood();
Mix_PlayChannel(1, eat, 0);
foodamount++;
}
}
}
[/code]

Share this post


Link to post
Share on other sites
BeerNutts    4400
WHat happens when you run over food, and you "randomly" select the same food again? What if it randomly keeps picking the same food that you've collided with?

That's what is happening, specifically because u srand() in putfood (it should only be done at the start of the program), but , even so, there's a chance it will select the same food you've just collided with (which would cause you to continue to collide with it).

I would suggest making sure you don't choose the same food that was just being shown. Just add a check if randfood is the last randfood, just add 1 to new randfood.

Share this post


Link to post
Share on other sites
selve    145
The whole map is 1280x720, so adding 1 to it will I think don't work. I just want that if the food spawns, and after I picked it up, it is checking, if the difference between new x, old x, new y, old y is more than for example 100. If not, take another random. Is that possible?

Share this post


Link to post
Share on other sites
RulerOfNothing    1466
That is possible:
[CODE]
do
{
itemx=randx;
itemy=randy;
}
while(abs(oldx-itemx)<100||abs(oldy-itemy)<100)
oldx=itemx;
oldy=itemy;
[/CODE]
when you want to generate a new location (abs is a function that returns the absolute value of its parameter). You will need to make oldx and oldy either global variables or static variables so that they retain their values between calls to putfood.

Share this post


Link to post
Share on other sites
BeerNutts    4400
[quote name='selve' timestamp='1351992523' post='4997053']
The whole map is 1280x720, so adding 1 to it will I think don't work. I just want that if the food spawns, and after I picked it up, it is checking, if the difference between new x, old x, new y, old y is more than for example 100. If not, take another random. Is that possible?
[/quote]

I meant add one to the random food index, not the coordinate. It's not the best solution, as you can do what RulerOfNothing suggested. Regardless, you get the point.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this