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 Checking collisions on hex  (Read 704 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.

Come join us on the JGO IRC:
#java-gaming on Freenode or Webchat
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