Hi !
Featured games (85)
games approved by the League of Dukes
Games in Showcase (636)
Games in Android Showcase (178)
games submitted by our members
Games in WIP (688)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  Collision Programming  (Read 1024 times)
0 Members and 1 Guest are viewing this topic.
Offline axemaster

Junior Newbie

« Posted 2007-01-16 16:45:28 »

How does one do collision programming in java? Lets say i'm using pics for ship, and they are shooting at each other, how do I know when they are hitting each other? Assuming that it is not predetermined.
Offline ravenger

Senior Newbie

« Reply #1 - Posted 2007-01-16 17:12:21 »

well, assuming the bullet or rocket the ship fires is an object aswell, it is likely that its got bounds and a position, same goes for the ship. You just have to check if two rectangles intersect.
Offline oNyx

JGO Coder

Medals: 2

pixels! :x

« Reply #2 - Posted 2007-01-16 17:27:55 »

You don't program collisions. You write code for detecting em Wink

For simple tickbased action games where it only matters if something hit something else it's pretty simple. Ensure that the objects don't travel too much within one frame (otherwise they can warp through each other) and then simply check if the rectangles (or spheres or whatever) overlap.

Rectangle covers the things you need. That is... you can change the size and position and you can check if this Rectangle overlaps another one.

You can also use several rectangles for one sprite for getting a hitable area which is more similar to the graphic. If you're using several shapes it's a good idea to wrap em all with another one. That allows you to quickly discard the in-detail checks (against all those inner shapes) if the outer shape doesn't intersect with the other object.

In most cases a collision doesn't happen. Therefore it's important to exclude as many checks as possible as quick as possible. This way you only do all those time consuming tests if it looks like there actually might be a collision happening (and otherwise not).

Well, for now... start with simple rectangles representing your objects.

You might want to checkout Kev's spaceinvaders 101 tutorial:

弾幕 ☆ @mahonnaiseblog
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline axemaster

Junior Newbie

« Reply #3 - Posted 2007-01-19 16:21:53 »

OK this will be very helpful. Thanks!
Pages: [1]
  ignore  |  Print  
You cannot reply to this message, because it is very, very old.

Dwinin (74 views)
2015-11-07 13:29:08

Rems19 (81 views)
2015-10-31 01:36:56

Rems19 (79 views)
2015-10-31 01:32:37

williamwoles (107 views)
2015-10-23 10:42:59

williamwoles (93 views)
2015-10-23 10:42:45

Jervac_ (111 views)
2015-10-18 23:29:12

DarkCart (137 views)
2015-10-16 00:58:11

KaiHH (118 views)
2015-10-11 14:10:14

KaiHH (158 views)
2015-10-11 13:26:18

BurntPizza (173 views)
2015-10-08 03:11:46
Rendering resources
by Roquen
2015-11-13 14:37:59

Rendering resources
by Roquen
2015-11-13 14:36:58

Math: Resources
by Roquen
2015-10-22 07:46:10

Networking Resources
by Roquen
2015-10-16 07:12:30

Rendering resources
by Roquen
2015-10-15 07:40:48

Math: Inequality properties
by Roquen
2015-10-01 13:30:46

Math: Inequality properties
by Roquen
2015-09-30 16:06:05

HotSpot Options
by Roquen
2015-08-29 11:33:11 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!