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 03222011, 01:53 AM #1
Let's Check My Collision Detection Algorithm
Hello everyone. I need a bit of help with a collision detection algorithm I'm working on. It's kind of a complicated mess at the moment. What we have here is a tilebased side scrolling thing. I want my sprite to not pass through tiles, and I have a method that finds a tile that's been collided with and can return it, but I've not had much luck keeping weird things from happening afterward, weird things like sinking through the floor, disappearing into outer space, and speeding through solid blocks...
The way I have it written in the code (attached) the sprite can run and jump in free space, it checks the tiles around the sprite to see if they are empty, if not it returns the tile and determines if the sprite was moving up, down, left or right based on the last and updated positions. The current version has println statements that printout when a collision happened and what direction it happened in. I've tried aligning the sprite with the edge of the tile like this:
Java Code:private void handleCollision(Tile tile, Point newLoc, Point oldLoc, Point tileLoc) { //Moving right if(newLoc.x > oldLoc.x){ System.out.println("RIGHT: " + newLoc.x); xCoord = (tileLoc.x  chasie.getWidth())  (SCREENWIDTH/2); xVelocity = 0; chasie.setState(State.STANDING_RIGHT); } //Moving left else if(newLoc.x < oldLoc.x){ System.out.println("LEFT: " + newLoc.y); xCoord = (tileLoc.x  tileSize)  (SCREENWIDTH/2); xVelocity = 0; chasie.setState(State.STANDING_RIGHT); } //Moving down else if(newLoc.y > oldLoc.y){ System.out.println("DOWN: " + newLoc.y); chasie.setY(tileLoc.y  chasie.getHeight()); chasie.setYVelocity(0); chasie.setState(State.STANDING_RIGHT); } //Moving up else if(newLoc.y < oldLoc.y){ System.out.println("UP: " + newLoc.y); chasie.setY(tileLoc.y + tileSize); chasie.setYVelocity(0); chasie.setState(State.STANDING_RIGHT); } }
Here's what I was thinking I should do:
 Create bounding rectangles for each side of the sprite
 Create bounding rectangles for each side of the tile
 Move based on which rectangles intersect
Would that work or am I wasting my time?
Code Notes:
The sprite doesn't move in the X axis at all
I'll have to adjust my jump method to work with collision detection
Tile objects are images with some extra information
I know its messy but I haven't had time to tweak it yet
 03222011, 05:25 AM #2Senior Member
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 Jan 2009
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Are tiles and sprites both referenced to the upper left corner? If so, your math is wrong.
assuming there is a collision...
if moving to the right,
x = tileLoc.x  sprite.width
if moving left,
x = tileLoc.x+tile.width
if moving up,
y = tileLoc.y + tile.height
if moving down
y = tileLoc.y  sprite.height
As a first cut, I suggest treating the sprite as a rectangle and determining collisions by determining rectangle intersections. If you get that working, then you can worry about using a pointbypoint collision test for the outline of the sprite with the tiles. To do that, you will need to define a Shape that traces the outline of the sprite and then use the builtin 'contains' methods in Swing/AWT to do collision testing for you.
 03232011, 04:20 AM #3
That's pretty much what I already have, with the exception of moving the coordinates 320px to the left to compensate for the position of the sprite (center of a 640px screen). xCoord actually represents how far back in X,Y coordinate space to begin drawing the first tile of the map, it really should be a negative number, but I used a positive number and subtracted it from 0 in the render() method for some reason.
I think one of the problems I'm having is that it doesn't seem to know which end of the thing it's colliding with...
Say you've collided with the tile while moving right and you've been aligned to the left edge of it, if you try to walk away from to tile by going left, it registers a collision going left and you get sucked through the tile and aligned with the right edge.
It's kind of hard to explain what's going on, so here's a runnable JAR using the code from above: http://onyxphoto.net/Test.zip. If any of you guys get a chance to run it, try this: run into the first block, then try to walk left, after you get sucked through the block, try to walk right again. See what I mean? You also can't jump into that pyramid looking thing hanging down from the ceiling at the end without getting sucked up into it, and trying to land on a block results in some rather weird bouncing, and the only reason you're not bouncing off the floor is because its Y coordinates are built into the jump() method.
Controls:
Left: Left Arrow
Right: Right Arrow
Jump: Z
Pause: P
Quit: Esc
Thanks again for your help, guys.
 03232011, 03:44 PM #4Senior Member
 Join Date
 Jan 2009
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To determine which wall you hit, do the following:
 Call {sx1,sy1} the point where the sprite was immediately prior to a collision detection, and {sx2, sy2} the point where the sprite would be if not for collision
 You need to know the points of the four corners of the tile. Starting at the top left corner and gogin clockwise, let's label the points {tx1,ty1} through {tx4,ty4}
Now, find the intersection of the vector [{sx1,sy1},{sx2,sy2}] with each of the vectors of the walls. To do that, use the formula for a line and solve the pair of linear equations:
pseudocode...
Java Code:m1 = (sy2  sy1)/(sx2  sx1); m2 = (ty2  ty1)/(tx2  tx1); .....do this for each adjacent pair of tile corners b1 = sy1/(m1*sx1); b2 = ty1/(m2*tx1); now set y equal for the two equations and solve for x.... y = m1*x + b1; y = m2*x + b2; m1*x + b1 = m2*x + b2; x*( m1  m2 ) = b2  b1; x = (b2  b1)/(m1m2); ...once you have x pluf it back into one fo the line equations to get y. You will have to deal with the cases where the denominators are zero. The equation of a line where x2 = x1 is simply 'x = x1'. In that case you already know x at teh point of intersection, so just solve for y in the other equation. In the case where m1 = m2, treat it as if there is no intersection and skip checks for that wall.
[recall d = sqrt( (x2x1)^2 + (y2y1)^2))]
For the other two points, check the distance between {sx1,sy1} and the interesection point. Whichever is smaller is the wall the sprite hit.
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