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 [SOLVED] {lwjgl} Recreate the "intersects" for Rectangle collision  (Read 2374 times) 0 Members and 1 Guest are viewing this topic.
alaslipknot
 « Posted 2013-04-30 20:28:10 »

Hello,
i've spend the last night reading examples from the lwjgl wiki, and getting started wasn't so hard like i thought
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

calculate the distance between the 2 rectangle
 1  2  3 `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
 1  2  3 `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
any help   ??

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wreed12345

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

You could try a simple AABB collision method
Maybe this can help you out: http://www.java-gaming.org/index.php?topic=28059.0
Just google AABB collision detection theres sure to be numerous results

Axeman

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

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

http://www.java-gaming.org/topics/corner-collision-detection-need-help/29399/msg/269818/view.html#msg269818
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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:
 1 `if(a - b < 0)`

Where I do this:
 1 `if(a < b)`

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

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."
Axeman

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 « 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.
Axeman

Senior Devvie

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

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