lukadev0

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About lukadev0

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  1. Hi, The AABB is represented using the UL corner (the player pos) and the (width and height of the aabb)..I know this have to change so the aabb could be centred on the player in order to have some fair gameplay!
  2. Hi everyone! I'm making a 2d tilemap game..and I have problems with aabb vs tilemap collision response..here's how I do it: void handle_player_world_collision(Player* player,TileMap* map) { int topleft_xtile=map->xworld_to_map(player->pos.x); int topleft_ytile=map->yworld_to_map(player->pos.y); int bottright_xtile=map->xworld_to_map(player->pos.x+player->aabb.w); int bottright_ytile=map->yworld_to_map(player->pos.y+player->aabb.h); //we loop through all the tiles that the player's aabb touch for(int i=topleft_xtile;i<bottright_xtile;i++) { for(int j=topleft_ytile;j<bottright_ytile;j++) { //here we test for map coordinates (i,j) validity... //... /////// if(map->getTile(i,j)->is(Tile::SOLID)) { if(player->vel.x<=0 && player->vel.y<=0) {//we are trying to move left_top;calculate the overlap according to each axis //and resolve collision where the overlap is minimal float xoverlap=(i+1)*map->tile_width-player->pos.x; float yoverlap=(j+1)*map->tile_height-player->pos.y; if(xoverlap<yoverlap) { player->pos.x=(i+1)*map->tile_width; player->vel.x=0; } else { player->pos.y=(j+1)*map->tile_height; player->vel.y=0; } } //here you the same as above //detect what's the movement direction that led o this //collision. //resolve collision by changing the player position to //be adjacent to the tile in the direction where the //overlap was minimal! } } } } I have problems in detecting the collision when I move diagonally;and sometimes even horizontally! Am I doing it right?of course not... I want also to detect the side of the collision of two AABB.. Can Anyone show me how to do it?
  3. Hi everyone! I'm making a 2d tilemap game..and I have problems with aabb vs tilemap collision response..here's how I do it:   void handle_player_world_collision(Player* player,TileMap* map) { int topleft_xtile=map->xworld_to_map(player->pos.x); int topleft_ytile=map->yworld_to_map(player->pos.y); int bottright_xtile=map->xworld_to_map(player->pos.x+player->aabb.w); int bottright_ytile=map->yworld_to_map(player->pos.y+player->aabb.h); //we loop through all the tiles that the player's aabb touch for(int i=topleft_xtile;i<bottright_xtile;i++) { for(int j=topleft_ytile;j<bottright_ytile;j++) { //here we test for map coordinates (i,j) validity... //... /////// if(map->getTile(i,j)->is(Tile::SOLID)) { if(player->vel.x<=0 && player->vel.y<=0) {//we are trying to move left_top;calculate the overlap according to each axis //and resolve collision where the overlap is minimal float xoverlap=(i+1)*map->tile_width-player->pos.x; float yoverlap=(j+1)*map->tile_height-player->pos.y; if(xoverlap<yoverlap) { player->pos.x=(i+1)*map->tile_width; player->vel.x=0; } else { player->pos.y=(j+1)*map->tile_height; player->vel.y=0; } } //here you the same as above //detect what's the movement direction that led o this //collision. //resolve collision by changing the player position to //be adjacent to the tile in the direction where the //overlap was minimal! } } } }   I have problems in detecting the collision when I move diagonally;and sometimes even horizontally! Am I doing it right?of course not... I want also to detect the side of the collision of two AABB.. Can Anyone show me how to do it?
  4. OK Thak you LJ_1102,That was enlightning in some way thanks a lot!
  5. Ok,Thank you..This helps! But what I'm asking here is a comparison between the different techniques.. For example the ray casting technique gives you more awarness of what's happening around the player than the AABB technique. What's the best method to implement 2d platformer games collision detection & response?
  6. Hi everybody.. I have a question:What's the best method to perform collision detection & response in a 2D platformer? There's AABB,Polygon intersection,ray casting (used in sonic),the collision points(that surround the player),.. when I say best I mean the approach that gives you the most possibilities..I know this is very game dependant,let's say that I want to make a braid-like style of game, where platform physics just feel natural (sonic too) and where the platforming isn't the core gameplay!