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  [SOLVED] {lwjgl} Recreate the "intersects" for Rectangle collision  (Read 2183 times)
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Offline alaslipknot
« Posted 2013-04-30 20:28:10 »

i've spend the last night reading examples from the lwjgl wiki, and getting started wasn't so hard like i thought  Grin
soooo i decided to make a simple pong and actually it was very easy to do, and now am trying to make a "Brick Breaker" game, and to make it happens, i need a collision detection method, for now i just want to recreate the Java2D intersects method,
and here is the way am doing it, it still doesn't work  Tongue

calculate the distance between the 2 rectangle
float dx = x - x2;  
float dy = y - y2;
double dxy = Math.sqrt((dx * dx) + (dy * dy));

the white line represent the distance

after that, i thought that if the length of that line is less than the rectangle width, then there is a collision,
i tried it, it works, but only when the collision is from the sides and the rectangle have the same width .
so i thought maybe i'll need the sum of the 2 rectangles diagonals
double diago1 = Math.sqrt(w*w+h*h);
double diago2 = Math.sqrt(w2*w2+h2*h2);
double diagSum = diago1/2 + diago2/2 ;

and the result was better than the previous one but still didn't work,
sooooo guys  persecutioncomplex
any help  Roll Eyes ??

"It's not at all important to get it right the first time. It's vitally important to get it right the last time."
Offline wreed12345

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« Reply #1 - Posted 2013-04-30 20:39:43 »

You could try a simple AABB collision method Smiley
Maybe this can help you out:
Just google AABB collision detection theres sure to be numerous results

Offline Axeman

Senior Devvie

Medals: 7

« Reply #2 - Posted 2013-04-30 21:31:36 »

I posted a AABB method a couple of days back. Hope it helps.
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Offline HeroesGraveDev

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« Reply #3 - Posted 2013-04-30 21:59:39 »

Seems to be the same technique as mine (the link wreed12345 posted) except you do this:
if(a - b < 0)

Where I do this:
if(a < b)

Doesn't make much of a difference though. Just noticed a little optimisation.

Offline alaslipknot
« Reply #4 - Posted 2013-04-30 22:02:43 »

thanx a lot, your answers solved the problem 

"It's not at all important to get it right the first time. It's vitally important to get it right the last time."
Offline Axeman

Senior Devvie

Medals: 7

« Reply #5 - Posted 2013-04-30 22:35:35 »

Doesn't make much of a difference though. Just noticed a little optimisation.

Yeah, it´s the same idea. But since I also wrote some stuff about how to deal with a collision I thought it was worth the extra post. Smiley
Offline Axeman

Senior Devvie

Medals: 7

« Reply #6 - Posted 2013-05-01 14:24:54 »

You´re welcome! Feel free to press the "appreciate" buttons... Smiley
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