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Asier

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  1. Hi Zakwayda! Yeah that implementation solved my problem, I can slide, because it checks the collision in terms of collision deep. My actually code is this one, ... move method ... Direction collisionDirection = Direction.NONE; // Check collisions for (Rectangle mapCollider : belongsToLevel.tiledMap.mergedColliders) { if (collider.intersects(mapCollider)) { collisionDirection = MathUtils.getRectangleDepthSideCollision(collider, mapCollider); break; } } if (direction == Direction.NORTH && collisionDirection == Direction.NORTH || direction == Direction.SOUTH && collisionDirection == Direction.SOUTH) { pos.x += xMove; } else if (direction == Direction.WEST && collisionDirection == Direction.WEST || direction == Direction.EAST && collisionDirection == Direction.EAST) { pos.y += yMove; } else { pos.x += xMove; pos.y += yMove; } } // Move method ends // Collision method in MathUtils.java /** * Gets the side of collision in depth between two rectangles. * @param collider * @param obstacle * @return */ public static Direction getRectangleDepthSideCollision(final Rectangle collider, final Rectangle obstacle) { int dx = (collider.x + collider.width / 2) - (obstacle.x + obstacle.width / 2); int dy = (collider.y + collider.height / 2) - (obstacle.y + obstacle.height / 2); int width = (collider.width + obstacle.width) / 2; int height = (collider.height + obstacle.height) / 2; int crossWidth = width * dy; int crossHeight= height * dx; // Detect if is collision (done with intersects) //if (Math.abs(dx) <= width && Math.abs(dy) <= height) { if (crossWidth > crossHeight) { if (crossWidth > -crossHeight) { System.out.println("Top!"); return Direction.NORTH; } else { System.out.println("Right!"); return Direction.EAST; } } else { if (crossWidth > -crossHeight) { System.out.println("Left!"); return Direction.WEST; } else { System.out.println("Bottom!"); return Direction.SOUTH; } } } I am very grateful for your help
  2. Hi guys! In the end I ended up with the next code, using the center of the rectangles. Do you see this correct? or is it inefficient? if (playerCollider.intersects(mapCollider)) { int dx = (collider.x + collider.width / 2) - (obstacle.x + obstacle.width / 2); int dy = (collider.y + collider.height / 2) - (obstacle.y + obstacle.height / 2); int width = (collider.width + obstacle.width) / 2; int height = (collider.height + obstacle.height) / 2; int crossWidth = width * dy; int crossHeight= height * dx; if (crossWidth > crossHeight) { if (crossWidth > -crossHeight) { System.out.println("Top!"); isCollisionTop = true; } else { System.out.println("Right!"); isCollisionRight = true; } } else { if (crossWidth > -crossHeight) { System.out.println("Left!"); isCollisionLeft = true; } else { System.out.println("Bottom!"); isCollisionBottom = true; } } } Thank youu!
  3. Hi guys, I have been testing and I have understand much better the logic of the collision. I also separated each side with a boolean and I check the x axis collision and then, the y axis collision. My only problem now is that when the right side or the top side collides, I am checking with >= and this causes true in all cases for right, not allowing to check the next else if for the other side if (collider.intersects(mapCollider)) { if (direction == Direction.WEST || direction == Direction.EAST) { // Right collision if (collider.x + collider.width >= mapCollider.x) { isCollisionRight = true; } // Left collision else if (collider.x <= mapCollider.x + mapCollider.width) { isCollisionLeft = true; } } if (direction == Direction.NORTH || direction == Direction.SOUTH) { // Top collision if (collider.y + collider.height >= mapCollider.y) { isCollisionTop = true; } // Bottom collision else if (collider.y <= mapCollider.y + mapCollider.height) { isCollisionBottom = true; } } } I tried to limit the sides check, but I return to my first problem, The player can't slide. if (collider.intersects(mapCollider)) { if (direction == Direction.WEST || direction == Direction.EAST) { // Right collision if (collider.x + collider.width >= mapCollider.x && collider.x <= mapCollider.x) { System.out.println("right"); isCollisionRight = true; } // Left collision else if (collider.x <= mapCollider.x + mapCollider.width && collider.x + collider.width >= mapCollider.x) { System.out.println("left"); isCollisionLeft = true; } } if (direction == Direction.NORTH || direction == Direction.SOUTH) { // Top collision if (collider.y <= mapCollider.y + mapCollider.height && collider.y >= mapCollider.y) { System.out.println("top"); isCollisionTop = true; } // Bottom collision else if (collider.y <= mapCollider.y + mapCollider.height && collider.y + collider.height >= mapCollider.y) { System.out.println("bottom"); isCollisionBottom = true; } } break; } Thank you so much.
  4. Hello again Zakwayda, Yeah... I am sorry, (x=0, y=0) is top left corner and (x=x + width, y=y + height) the bottom right corner as you said. About the Rectagle class, I am using the java.awt.Rectangle Java class. As you say, I can use the x, y, width and heigth to calculate the right side with x + width and the bottom side y + width. About the code, as you said, if I collide for example with the right side, I won't be able to move to the left (and vice versa), due to isCollisionX=true for the both cases. So the right/left movements are not going to be able, and that is incorrect for me. Maybe I need to create a boolean for each side collision? For the direction of the player,I also have the followind code if this helps, where I can detect the direction of the player using the xMove and the yMove, which can be 1 or -1 pixel. if (yMove < 0) { direction = Direction.NORTH; } else if (yMove > 0) { direction = Direction.SOUTH; } if (xMove < 0) { direction = Direction.WEST; } else if (xMove > 0) { direction = Direction.EAST; } I am also thinking about what you said of the max, min of the rectagles, for the collision of the right side, and the bottom side, I think that I need to use x + width and y + height to compare this collision. I tried with (playerCollider.x + playerCollider.width) > mapCollider.x (for right collision) and playerCollider.x < (mapCollider.x + mapCollider.width) for the left, but I am not able to make is work. I think that I making a mess Thank you so much.
  5. Hello Zakwayda, The x and y corner of the colliders represent like so, The x and y represent the top left corners of the rectangles, and the top right corners, the max width and height. Then, about the movement of the player, I am reading the keyboard like this, and moving 1 pixel (int) to the desired direction. (The method move(xMove, yMove) has the collission code that I post previously. @Override public void update() { super.update(); int xMove = 0; int yMove = 0; // Read keyboard events if (keyboard.up) { yMove--; } else if (keyboard.down) { yMove++; } else if (keyboard.left) { xMove--; } else if (keyboard.right) { xMove++; } if (xMove != 0 || yMove != 0) { move(xMove, yMove); } } Thank you so much for your response.
  6. Hello, I am detecting each side of collision between two rectangles, and wen I collide them, lets say, with the left side, it also detects collision on the top side when I move to the top, and the downside when I move to the bottom. I think that is because it is detecting also the top/bottom corners. I am detecting each side of collision between two rectangles, and wen I collide them, lets say, with the left side, it also detects collision on the top side when I move to the top, and the downside when I move to the bottom. I think that is because it is detecting also the top/bottom corners. How I can prevent this corner collision to allow to the player to slide? Currently, my code is the next one (using xMove (-1 or 1) and yMove (-1 or 1) to know the player movement direction. boolean isCollisionX = false; boolean isCollisionY = false; // Check collisions for (Rectangle mapCollider : belongsToLevel.tiledMap.mergedColliders) { if (playerCollider.intersects(mapCollider)) { // Right collision if (playerCollider.x - mapCollider.x < 0) { isCollisionX = true; } // Left collision if (playerCollider.x - mapCollider.x > 0) { isCollisionX = true; } // Top collision if (playerCollider.y - mapCollider.y > 0) { isCollisionY = true; } // Bottom collision if (playerCollider.y - mapCollider.y < 0) { isCollisionY = true; } break; } } if (!isCollisionX) { pos.x += xMove; } if (!isCollisionY) { pos.y += yMove; } Thank you in advance.
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