Java-Gaming.org
Play Revenge of the Titans! The situation is critical. We need fancy commanders to defend Earth, the moon, Mars!
Featured games (78)
games approved by the League of Dukes
Games in Showcase (408)
games submitted by our members
Games in WIP (293)
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  
  How should I handle collision detection for a Zelda clone?  (Read 1472 times)
0 Members and 1 Guest are viewing this topic.
Offline CyanPrime
« Posted 2010-11-06 00:29:56 »

Alright, so I'm working on Phantasy Blade again, and I need a new way to do collision detection because the way I'm doing it isn't working too well.

This is how I'm doing it:

1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
17  
public boolean mapCheck(Map m, float x, float y, float xmod, float ymod)
   {
      if( (int) ((x/m.tileWidth) + xmod) >= 0 &&
         (int) ((y/m.tileHeight) + ymod) >= 0 &&
         (int) ((x/m.tileWidth) + xmod) < m.width &&
         (int) ((y/m.tileHeight) + ymod) < m.height)
      {
         if(m.tileInfo[m.tiles[(int) ((x/m.tileWidth) + xmod)][(int) ((y/m.tileHeight) + ymod)]] == 0){
            return false;
         }
         
         else
            return true;
      }

      return false;
   }


And this is how I move:

1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
17  
18  
19  
20  
21  
22  
23  
24  
25  
26  
27  
28  
29  
30  
31  
32  
33  
34  
35  
36  
37  
38  
39  
40  
41  
42  
43  
44  
45  
46  
47  
48  
49  
50  
51  
52  
53  
54  
55  
56  
57  
58  
59  
60  
61  
62  
63  
public float moveUp(Map m, float worldY){
      if(!mapCheck(m, (float) x, (float) y, (float) 0, (float) -0.1)){
         y -= speed;
         worldY -= speed;
      }
     
      else{
         dashing = false;
         dashDelay = 30;
      }
     
      state = 0;
      walking = true;
      return worldY;
   }
   
   public float moveDown(Map m,float worldY){
      if(!mapCheck(m, (float) x, (float) y, (float) 0, (float) 0.5)){
         y += speed;
         worldY += speed;
      }
     
      else{
         dashing = false;
         dashDelay = 30;
      }
     
      state = 2;
      walking = true;
      return worldY;
   }
   
   public float moveLeft(Map m,float worldX){
      if(!mapCheck(m, (float) x, (float) y, (float) -0.1, (float) 0)){
         x -= speed;
         worldX -= speed;
      }
     
      else{
         dashing = false;
         dashDelay = 30;
      }
     
      state = 3;
      walking = true;
      return worldX;
   }
   
   public float moveRight(Map m,float worldX){
      if(!mapCheck(m, (float) x, (float) y, (float) 0.5, (float) 0)){
         x += speed;
         worldX += speed;
      }
     
      else{
         dashing = false;
         dashDelay = 30;
      }
     
      state = 1;
      walking = true;
      return worldX;
   }


So what are some better ways I could handle collision detection?
Offline Eli Delventhal
« League of Dukes »

JGO Kernel


Medals: 39
Projects: 12


Game Engineer


« Reply #1 - Posted 2010-11-06 02:28:13 »

A simple way that works quite well is to do 4 checks per entity, one at each vertex of their bounding box. Either way, even if your

Collision response is a bit more difficult, but still not hard. Just move the square back to the point of collision. You have hopefullyassume that this won't move it back on top of something else and cause a totally different collision.

See my work:
OTC Software
Pages: [1]
  ignore  |  Print  
 
 
You cannot reply to this message, because it is very, very old.

Play Revenge of the Titans! The situation is critical. We need fancy commanders to defend Earth, the moon, Mars!
 
Browse for soundtracks for your game!

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

The invasion has landed! On Mars! And you're there to beat 'em!
cubemaster21 (142 views)
2013-05-17 21:29:12

alaslipknot (150 views)
2013-05-16 21:24:48

gouessej (181 views)
2013-05-16 00:53:38

gouessej (174 views)
2013-05-16 00:17:58

theagentd (184 views)
2013-05-15 15:01:13

theagentd (169 views)
2013-05-15 15:00:54

StreetDoggy (213 views)
2013-05-14 15:56:26

kutucuk (237 views)
2013-05-12 17:10:36

kutucuk (236 views)
2013-05-12 15:36:09

UnluckyDevil (241 views)
2013-05-12 05:09:57
Complex number cookbook
by Roquen
2013-04-24 12:47:31

2D Dynamic Lighting
by Oskuro
2013-04-17 16:46:12

2D Dynamic Lighting
by Oskuro
2013-04-17 16:45:57

2D Dynamic Lighting
by Oskuro
2013-04-17 16:23:20

Noise (bandpassed white)
by Roquen
2013-04-05 17:36:01

Noise (bandpassed white)
by Roquen
2013-04-03 16:17:38

Java Data structures
by Roquen
2013-03-29 13:21:12

Topic Request
by kutucuk
2013-03-22 21:42:01
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!
Page created in 0.15 seconds with 20 queries.