Java-Gaming.org Hi !
 Featured games (84) games approved by the League of Dukes Games in Showcase (595) Games in Android Showcase (169) games submitted by our members Games in WIP (648) games currently in development
 News: Read the Java Gaming Resources, or peek at the official Java tutorials
Pages: [1]
 ignore  |  Print
 Checking collisions on hex  (Read 705 times) 0 Members and 1 Guest are viewing this topic.
re4der

Innocent Bystander

 « Posted 2013-03-17 16:15:45 »

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:
 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 `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 parts;    public float speedX=0;    public float speedY=0;    public float centerX;    public float centerY;    public int xHexes;    public int yHexes;    }`

 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 `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

 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 `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:
 1  2  3  4  5  6  7  8  9  10  11  12  13  14 `public class ShipUtils {        public static void collisionCheckFill(Ship ship){            for(int xCount = 0; xCount
jonjava
 « Reply #1 - Posted 2013-03-18 05:27:51 »

NegativeZero

JGO Ninja

Medals: 108
Exp: 1 month or less

Zero but not.

 « Reply #2 - Posted 2013-03-18 08:27:58 »

Off-topic:

miastake

I really like this.