• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
krrice

Tile Map Collision

3 posts in this topic

Hi everyone , I have this collision code and it gets updated at 60FPS. When I run the game it only has collision with the last 2 in the tile map.

i can't seem to figure out what is wrong.Any info will be appriciated.

 

 

Update Code

 

for(int i = 0; i < map.size(); i++)
	{
		for(int j = 0; j < map[i].size(); j++)
		{
			if(map[i][j] == 2)
			{
				
				if(x + 24 > j * 24 && x < (j * 24) + 24 &&
					y + 24 > i * 24 && y < (i * 24) + 24 )
				{
					collided = true;
				}
				else
				{
					collided = false;
				}
			}
		}
	}

Tile Map

0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

 

0

Share this post


Link to post
Share on other sites

On collision you need to exit the loop. It only works on the last one because it will always run through the entire tree and always overwrite your 'collided' variable with the last "2" that was found.

 

I would give you some advice on how to restructure this but I don't know how you are trying to use it.

 

The simplest fix would be instead of collided = true; to simply do "return true;" remove the else and at the end of the loop do return false;

 

But I would say you need to rewrite this completely since you can obviously index into your array. (you're already doing it) and only test against the tile that you need to know if it had a collision on, instead of running a loop testing all possible points.

1

Share this post


Link to post
Share on other sites

Just wondering, if you have the x and the y position of the object you want to check collision to, wouldn't it be easier to calculate the index of the x and y position (and the limits of the object) and check the map only at the those points?

 

For instance, if your char is on x = 13, y = 25, and its size is 24, you need to check the coords:

x = 13, y = 25

x = 37, y = 25

x = 13, y = 49

x = 37, y = 49

 

So, you convert those coords to map indexes (say, each tile is 24 x 24):

i = 0, j = 1

i = 1, i = 1

i = 0, j = 2

i = 1, j = 2

 

Finally you check if any of those indexes in the map is a 2. Wouldn't that work?

0

Share this post


Link to post
Share on other sites
On collision you need to exit the loop. It only works on the last one because it will always run through the entire tree and always overwrite your 'collided' variable with the last "2" that was found.

 

I would give you some advice on how to restructure this but I don't know how you are trying to use it.

 

The simplest fix would be instead of collided = true; to simply do "return true;" remove the else and at the end of the loop do return false;

 

But I would say you need to rewrite this completely since you can obviously index into your array. (you're already doing it) and only test against the tile that you need to know if it had a collision on, instead of running a loop testing all possible points.

 

This is how i am using it for the moment. I have a MapLoader class that sends the Collision map, which is a vector of vectors to the Player class. In the Players Update that is where the for statement is.

I am just using the collided variable for testing right now. In main.cpp I have a text function displaying the collided varible and its value.So when ever I move over the tiles that are twos it will show 1 and if not 0. 

 

Here is Player.cpp

 

#include "Player.h"

Player::Player()
{}

void Player::Destroy()
{
	GameObject::Destroy();
}

void Player::Init(MapLoader *colMap,ALLEGRO_BITMAP *image = NULL)
{
	GameObject::Init(672, 554, 6, 6, 0, 0, 19, 15 );

	SetID(PLAYER);
	SetAlive(true);

	collided = false;

	map = colMap->GetColMap();

	lives = 3;
	score = 0;

	maxFrame = 4;
	curFrame = 0;
	frameDelay = 3;
	frameWidth = 36;
	frameHeight = 72;
	animationColumns = 4;
	animationDirection = 1;

	animationRow = 2;

	if(image != NULL)
		Player::image = image;
}

void Player::Update()
{
	GameObject::Update();

	if(x - boundX < 0)
		x  =  boundX;
	else if(x + boundX > WIDTH)
		x = WIDTH - boundX;

	if(y < 0)
		y = 0;
	else if(y > HEIGHT)
		y = HEIGHT;

	//Collision

	for(int i = 0; i < map.size(); i++)
	{
		for(int j = 0; j < map[i].size(); j++)
		{
			if(map[i][j] == 2)
			{
				if(x + 24 > j * 24 && x < (j * 24) + 24 &&
					y + 24 > i * 24 && y < (i * 24) + 24 )
				{
					collided = true;
				}
				else
					collided = false;
			}
		}
	}

	if(++frameCount >= frameDelay)
	{
		if(curFrame > 4)
			curFrame = 0;

		fx = (curFrame % animationColumns) * frameWidth;
		fy = animationRow * frameHeight;

		frameCount = 0;
	}
}
void Player::Render()
{
	GameObject::Render();

	//al_draw_rectangle(x + boundX,y + boundY,x - boundX,y - boundY,al_map_rgb(0,255,0),5);
	al_draw_bitmap_region(image, fx, fy, frameWidth, frameHeight,
		x - frameWidth / 2, y - frameHeight / 2, 0);
}

void Player::MoveUp()
{
	animationRow = 3;
	curFrame++;
	dirY = -1;
}
void Player::MoveDown()
{
	animationRow = 0;
	curFrame++;
	dirY = 1;
}
void Player::MoveLeft()
{
	animationRow = 1;
	curFrame++;
	dirX = -1;
}
void Player::MoveRight()
{
	animationRow = 2;
	curFrame++;
	dirX = 1;
}

void Player::ResetAnimation(int position)
{
	if(position == 1)
	{
		dirY = 0;
	}
	else
	{
		dirX = 0;
	}
}

void Player::Collided(int objectID)
{
	if(objectID == ENEMY)
		al_draw_rectangle(x + boundX,y + boundY,x - boundX,y - boundY,al_map_rgb(0,255,0),5);
		//lives++;
}

Edited by krrice
0

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  
Followers 0