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  How should I handle collision detection for a Zelda clone?  (Read 1865 times)
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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:

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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:

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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

JGO Kernel


Medals: 42
Projects: 11
Exp: 10 years


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
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