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1  Game Development / Newbie & Debugging Questions / Checking collisions on hex on: 2013-03-17 17:15:45
Salve!
I've recently been working on java game with my friend. Last few days we've spent trying to make a formula checking collisions. Prototype in java 2D worked well, but after porting it to our game we ended with hex-throwing simulator. We're unable to find a miastake. Mouse input is surely correct.
Code is:
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package Objects.Ships;

import Objects.Entity;
import Objects.Ships.Parts.Functionals.Functional;
import Objects.Ships.Parts.Hex;
import java.util.ArrayList;

public abstract class Ship extends Entity {
   
    public Ship(float x, float y, float scaleX, float scaleY, float rotate, int xHexes, int yHexes) {
        this.x = x;
        this.y = y;
        this.scaleX = scaleX;
        this.scaleY = scaleY;
        this.rotate = rotate;
        this.xHexes = xHexes;
        this.yHexes = yHexes;
        hex = new Hex[xHexes][yHexes];
        setCenters();
    }
   
    protected void setCenters() {
        float xHex = xHexes;
        float yHex = yHexes;
        centerX = scaleX*(float)Math.floor(yHex/2f)*2;
        centerY = scaleY*(float)Math.floor(xHex/2f)*4f/3f;
    }
   
    public Hex[][] hex;
    protected ArrayList<Functional> parts;
    public float speedX=0;
    public float speedY=0;
    public float centerX;
    public float centerY;
    public int xHexes;
    public int yHexes;
   
}

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package Interface.GameInterface.DesignStudio;

import Core.Graphics.SL;
import Core.Graphics.TL;
import Core.Input.In;
import Core.Switch;
import Lib.Graphics.GCore;
import Objects.Ships.Parts.StructuralHex;
import Objects.Ships.PlayerShip;
import Objects.Ships.Ship;
import org.lwjgl.opengl.Display;

public class ModifyStructuralHex {
   
    public void add(Ship ship){
       
        int x = In.mouse.x+(int)GCore.renderer.getCameraX()-Display.getWidth()/2;
        int y = In.mouse.y+(int)GCore.renderer.getCameraY()-Display.getHeight()/2;
       
        for(int xCount = 0; xCount<ship.xHexes; xCount++){
            for (int yCount = 1; yCount<ship.yHexes; yCount++) {                
                if(ship.hex[xCount][yCount].checkCollisions(x, y))
                    ship.hex[xCount][yCount] = new StructuralHex(ship, xCount, yCount, 10);
                Switch.blankHexCursor = false;
            }
        }    
       
       
       
    }
}

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package Objects.Ships.Parts;

import Core.Input.In;
import Objects.Ships.PlayerShip;
import Objects.Ships.Ship;

public abstract class Hex {
   
    protected int posX;
    protected int posY;
    protected Ship father;
   
    public Hex(Ship father, int posX, int posY) {
        this.father = father;
        this.posX = posX;
        this.posY = posY;
    }
   
    public abstract void update();
   
    public boolean checkCollisions(int inputX, int inputY){
        boolean collision = true;
       
        int sX = (int)(((posY * father.scaleY*2) * Math.cos(father.rotate))-((posX * father.scaleX*4f/3f) * Math.sin(father.rotate)));
        int sY = (int)(((posY * father.scaleY*2) * Math.sin(father.rotate))+((posX * father.scaleX*4f/3f) * Math.cos(father.rotate)));
        for (int i=0; i<3; i++) {
            int x1 = (int)(sX + father.scaleX * Math.cos(i * 2 * Math.PI / 6 + father.rotate)-father.centerX);
            int y1 = (int)(sY + father.scaleY * Math.sin(i * 2 * Math.PI / 6 + father.rotate)-father.centerY);
            int x2 = (int)(sX + father.scaleX * Math.cos((i+1) * 2 * Math.PI / 6 + father.rotate)-father.centerX);
            int y2 = (int)(sY + father.scaleY * Math.sin((i+1) * 2 * Math.PI / 6 + father.rotate)-father.centerY);
            int x3 = (int)(sX + father.scaleX * Math.cos((i+3) * 2 * Math.PI / 6 + father.rotate)-father.centerX);
            int y3 = (int)(sY + father.scaleY * Math.sin((i+3) * 2 * Math.PI / 6 + father.rotate)-father.centerY);
            int x4 = (int)(sX + father.scaleX * Math.cos((i+4) * 2 * Math.PI / 6 + father.rotate)-father.centerX);
            int y4 = (int)(sY + father.scaleY * Math.sin((i+4) * 2 * Math.PI / 6 + father.rotate)-father.centerY);

            int calc1 = (x2-x1)*(inputY-y1)-(y2-y1)*(inputX-x1);
            int calc2 = (x4-x3)*(inputY-y3)-(y4-y3)*(inputX-x3);
            if (calc1*calc2<0) {
                collision=false;
            }
        }
        return collision;
    }
   
}

And there's how we're filling ship array with hexs:
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public class ShipUtils {

        public static void collisionCheckFill(Ship ship){
            for(int xCount = 0; xCount<ship.xHexes; xCount++){
                for (int yCount = 0; yCount<ship.yHexes; yCount++) {
                    ship.hex[xCount][yCount] = new CollisionHex(ship, xCount, yCount);
                }
            }

            ship.hex[11][7] = new StructuralHex(ship, 11, 7, 10);
           
        }
       
}
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