After 30 minutes Googling, all I could find is this:
http://www.sdltutorials.com/sdl-collision
I thought the title was misleading, then I noticed it's just a nightmare of a way to detect collision between two sprites. All I want is to check whenever my player sprite touches something else (another sprite). How can I accomplish this?
I read there is a library called SDL_collision.h, but it's either in Pascal or empty.
Chances are you'd use SDL_Rect for your bounding box. Where x and y are the positions of your sprite, and w and h are the width and height of your sprite. Then all you need to do is use SDL_HasIntersection.
Here is a simple example:
SDL_Surface *Srfc1, *Srfc2;
Srfc1= IMG_Load("foo.png");
Srfc2= Srfc1;
Srfc2->refcount++;
SDL_Rect box1, box2;
box1.x = box1.y = 0;
box2.x = box2.y = 100;
box1.w = box2.w = Srfc1->w;
box2.h = box2.h = Srfc1->h;
// ... somewhere in your event handling logic
if (SDL_HasIntersection(&box1, &box2))
{
printf("Collision.");
}
// ...
SDL_FreeSurface(Srfc1);
SDL_FreeSurface(Srfc2);
Since you do not have SDL_HasIntersection, here's a quick little function that will suit your needs:
bool IntersectRect(const SDL_Rect * r1, const SDL_Rect * r2)
{
return !(r2->x > (r1->x + r1->w) ||
(r2->x + r2->w) < r1->x ||
r2->y > (r1->y + r1->h) ||
(r2->y + r2->h) < r1->y);
);
}
For reference the logic is:
return !(r2.left > r1.right ||
r2.right < r1.left ||
r2.top > r1.bottom ||
r2.bottom < r1.top);
Where 'right' and 'bottom' refer to 'x + width' and 'y + height' respectively. Use this to fix the function incase I made a typo.
Related
Im using ImGUI and I want to implement a layer menu for the images and to move them im using
Drag to reorder items in a vector.
Sometimes it works just fine but others the images just jumps from the current position to a random one.
for (int i = 0; i < this->Images->size(); i++) {
ImGui::Image((void*)(intptr_t)this->Images->at(i).texture, ImVec2(100 * temp_percentage, 100 * temp_percentage));
ImGui::SameLine();
ImGui::Selectable(this->Images->at(i).name.c_str());
if (ImGui::IsItemActive() && !ImGui::IsItemHovered())
{
int n_next = i + (ImGui::GetMouseDragDelta(0).y < 0.f ? -1 : 1);
if (n_next >= 0 && n_next < this->Images->size())
{
std::swap(this->Images->at(i), this->Images->at(n_next));
*this->CurrentImage = this->Images->front();
centerImage();
ImGui::ResetMouseDragDelta();
}
}
ImGui::Separator();
}
The problem lies at !ImGui::IsItemHovered(), there is small spacing between the lines (cell, selectable,... ), so when the mouse hovers over that spacing, the item isn't hovered but still is actived, and therefore will execute the swap and reset mouse delta multiple times making it goes to the top or bottom of the list. This will also happen if the mouse goes out of the table/window bounds.
To make the problem more visible, you can make the spacing bigger using ImGui::GetStyle().ItemSpacing.y = 50.f;.
To actually fix the problem, you'll have to calculate the item index using the mouse position, here is a way to do it, tho not perfect but it works.
ImGuiStyle& style = ImGui::GetStyle();
ImVec2 windowPosition = ImGui::GetWindowPos();
ImVec2 cursorPosition = ImGui::GetCursorPos();
// this is not a pixel perfect position
// you can try to make it more accurate by adding some offset
ImVec2 itemPosition (
windowPosition.x + cursorPosition.x,
windowPosition.y + cursorPosition.y - style.ItemSpacing.y
);
for (int i = 0; i < this->Images->size(); i++) {
ImGui::Image((void*)(intptr_t)this->Images->at(i).texture, ImVec2(100 * temp_percentage, 100 * temp_percentage));
ImGui::SameLine();
ImGui::Selectable(this->Images->at(i).name.c_str());
if (ImGui::IsItemActive() && ImGui::IsMouseDragging(0))
{
int n_next = floorf((ImGui::GetMousePos().y - itemPosition.y) / itemHeight);
if (n_next != i && n_next >= 0 && n_next < this->Images->size())
{
std::swap(this->Images->at(i), this->Images->at(n_next));
*this->CurrentImage = this->Images->front();
centerImage();
}
}
ImGui::Separator();
}
There is also another problem in your code, if there are multiple items with the same name, ImGui::IsItemActive() will return true for all of them if one is actived.
You can fix this easily by adding ##some_unique_string after the name, for example ImGui::Selectable("Image#image_1") will just display Image.
I'm trying out some sample code for a bigger project, and I'm having trouble getting my rectangle to bounce between two lines.
function draw() {
print(frameCount)
background(255)
var x = 150 + frameCount;
rect(x,200,15,15);
line(150,0,150,400);
line(250,0,250,400);
if (x >= 250) {
background(255)
x = 350-frameCount;
rect(x,200,15,15);
line(250,0,250,400);
line(150,0,150,400);
} if (x <= 145) {
background(255)
x = 145 + (frameCount % 100);
rect(x,200,15,15);
line(250,0,250,400);
line(150,0,150,400);
}
}
I'm getting the feeling that after the first instance, it's disregarding the original if statement, which dictates a bounce to the left. I'm really not sure what's going wrong, and any help would be appreciated.
You probably just want to store the current position and speed in a set of variables, and then move the rectangle based on those. Here's an example:
var x = 0;
var speed = 1;
function draw(){
x += speed;
if(x < 0 || x > width){
speed *= -1;
}
background(64);
line(x, 0, x, height);
}
I've written a tutorial on this available here. That's for regular Processing, but the ideas are the same in P5.js.
I have some sprites (2d-boxes) of the same type stored in a formation vector. Now i want to move them around with the mouse, that works well. But the code should prevent the player to move one sprite onto another already existing sprite of the vector.
My solution is quite ugly and does not work. Whenever a sprite is moved around, i test with the spriteoverlap function if the sprite is moved onto another. The Problem:
Whenever the sprite is directly close to the it stops moving, which is what wanted.
But i can't move it anymore afterwards because the overlapfunction sets the bool always to false.
while (App.pollEvent(Event))
{
//Moving the playerbuttons on the formation screen
for (size_t k = 0; k < formation.size(); k++)
{
bool drag_onto_otherplayer = false;
if (isMouseOver(formation[k], App) == true)
{
//The next loop tests if the sprite being moved with the mouse overlaps with another sprite from the formation vector
for (size_t j = 0; j < formation.size(); j++)
{
if (spriteOverlap(formation[j], formation[k], App) == true && k!=j)
{
std::cout << drag_onto_otherplayer << std::endl;
drag_onto_otherplayer = true;
std::cout << drag_onto_otherplayer <<std::endl;
}
if (drag_onto_otherplayer == false)
//(If the sprite does not overlap getting the new sprite position from the mouseposition)
{
Mouseposition =sf::Vector2f(sf::Mouse::getPosition(App));
Mouseposition.x = Mouseposition.x - formation[k].getLocalBounds().width / 2;
Mouseposition.y = Mouseposition.y - formation[k].getLocalBounds().height / 2;
formation[k].setPosition(sf::Vector2f(Mouseposition));
Formation_playernames.clear();
Formation_playerinformation.clear();
Formation_Playernames(Font, Formation_playernames, formation, playerlist);
Formation_Playerinformation(Font, Formation_playerinformation, formation, playerlist);
}
So the problem are my loops and the bool test i guess, but i don't know how to solve it.
Any ideas ?
Here is my spriteoverlap function:
bool spriteOverlap(sf::Sprite &sprite1, sf::Sprite &sprite2, sf::RenderWindow &App)
{
float x_min1 = sprite1.getPosition().x;
float x_max1 = sprite1.getPosition().x + sprite1.getLocalBounds().width;
float y_min1 = sprite1.getPosition().y;
float y_max1 = sprite1.getPosition().y + sprite1.getLocalBounds().height;
float x_min2 = sprite2.getPosition().x;
float x_max2 = sprite2.getPosition().x + sprite2.getLocalBounds().width;
float y_min2 = sprite2.getPosition().y;
float y_max2 = sprite2.getPosition().y + sprite2.getLocalBounds().height;
if (x_min1 > x_max2 | x_max1 < x_min2 | y_min1 > y_max2 | y_max1 < y_max2)
return false;
else
return true;
};
And my isMouseover function:
bool isMouseOver(sf::Sprite &sprite, sf::RenderWindow &App)
{
float pos_x = sprite.getPosition().x;
float pos_y = sprite.getPosition().y;
if (sf::Mouse::getPosition(App).x > pos_x && sf::Mouse::getPosition(App).x < pos_x+sprite.getLocalBounds().width &&
sf::Mouse::getPosition(App).y >pos_y && sf::Mouse::getPosition(App).y < pos_y + sprite.getLocalBounds().height)
{
return true;
}
else
return false;
};
Check for collision is already included somewhat in sfml:
bool spriteOverlap(sf::Sprite& sprite1, sf::Sprite& sprite2) // possibly const, dunno
{
return sprite1.getGlobalBounds().intersects(sprite2.getGlobalBounds());
}
Generally try this: Only move, if the position of the next frame is valid. This prevents objects being stuck, because you already moved them into an invalid position, thus preventing any further movement
edit:
//untested
bool spritesWillOverlap(sf::Sprite& sprite1, sf::Sprite& sprite2, sf::Vector2f vel)
{
top1 = sprite1.getGobalBounds().top + vel.y;
left1 = sprite1.getGlobalBounds().left + vel.x;
right1 = left1 + sprite1.getGlobalBounds().width;
bottom1 = top1 + sprite1.getGlobalBounds().height;
top2 = sprite2.getGobalBounds().top + vel.y;
left2 = sprite2.getGlobalBounds().left + vel.x;
right2 = left2 + sprite1.getGlobalBounds().width;
bottom2 = top2 + sprite1.getGlobalBounds().height;
sf::FloatRect rect1(top1, left1, right1 - left1, bottom1 - top1);
sf::FloatRect rect2(top2, left2, right2 - left2, bottom2 - top2);
return rect1.intersects(rect2);
}
vel: velocity -> an object is moved by this 2D vector every frame
If the concept of "frames" is unfamiliar, read up on framerates/fixed framerate and/or timestep. here's an example article to get started: Fix Your Timestep!
I have this 800x600square I want to draw to the screen. I want to 'cut' circles in it (where alpha would be 0). Basically I'm drawing this whole rectangle over a map so in these 'circles' I drew, you can see the map, otherwise you see the grey square
So, I assume you're trying to add fog of war to one of you game?
I had a small demo I made for a local University a few weeks ago to show A* pathfinding, so I thought I could add fog of war to it for you. Here's the results:
Initial map
First, you start with a complete map, totally visible
Fog
Then, I added a surface to cover the entire screen (take note that my map is smaller than the screen, so for this case I just added fog of war on the screen, but if you have scrolling, make sure it covers each map pixel 1:1)
mFogOfWar = SDL_CreateRGBSurface(SDL_HWSURFACE, in_Width, in_Height, 32, 0x00ff0000, 0x0000ff00, 0x000000ff, 0xff000000);
SDL_Rect screenRect = {0, 0, in_Width, in_Height};
SDL_FillRect(mFogOfWar, &screenRect, 0xFF202020);
Then, you need to draw it... I added this call after drawing the game objects and before drawing the UI
DrawSurface(mFogOfWar, 0, 0);
Where
void RenderingManager::DrawSurface(SDL_Surface* in_Surface, int in_X, int in_Y)
{
SDL_Rect Dest = { in_X, in_Y, 0, 0 };
SDL_BlitSurface(in_Surface, NULL, mScreen, &Dest);
}
Which should give you the following result:
"Punch Surface"
I then created a 32 bits .png that looks like this (checkerboard shows alpha)
When rendering my main character, I added this call:
gRenderingManager.RemoveFogOfWar(int(mX) + SPRITE_X_OFFSET, int(mY) + SPRITE_Y_OFFSET);
The offset is only there to center the punch with the sprite, basically, what I'm passing to RemoveFogOfWar is the center of my sprite.
Remove Fog Of War
Now the meat of the fog of war. I did two versions, one where Fog of War is removed permanently and one where the fog of war is reset. My fog of war reset relies on my punch surface to have a contour where the alpha is reset to 0 and the fact that my character moves of less pixels than the contour contains per frame, otherwise I would keep the Rect where my punch was applied and I would refill it before drawing again the new punch.
Since I couldn't find a "multiply" blend with SDL, I decided to write a simple function that iterates on the punch surface and updates the alpha on the fog of war surface. The most important part is to make sure you stay within the bounds of your surfaces, so it takes up most of the code... there might be some crop functions but I didn't bother checking:
void RenderingManager::RemoveFogOfWar(int in_X, int in_Y)
{
const int halfWidth = mFogOfWarPunch->w / 2;
const int halfHeight = mFogOfWarPunch->h / 2;
SDL_Rect sourceRect = { 0, 0, mFogOfWarPunch->w, mFogOfWarPunch->h };
SDL_Rect destRect = { in_X - halfWidth, in_Y - halfHeight, mFogOfWarPunch->w, mFogOfWarPunch->h };
// Make sure our rects stays within bounds
if(destRect.x < 0)
{
sourceRect.x -= destRect.x; // remove the pixels outside of the surface
sourceRect.w -= sourceRect.x; // shrink to the surface, not to offset fog
destRect.x = 0;
destRect.w -= sourceRect.x; // shrink the width to stay within bounds
}
if(destRect.y < 0)
{
sourceRect.y -= destRect.y; // remove the pixels outside
sourceRect.h -= sourceRect.y; // shrink to the surface, not to offset fog
destRect.y = 0;
destRect.h -= sourceRect.y; // shrink the height to stay within bounds
}
int xDistanceFromEdge = (destRect.x + destRect.w) - mFogOfWar->w;
if(xDistanceFromEdge > 0) // we're busting
{
sourceRect.w -= xDistanceFromEdge;
destRect.w -= xDistanceFromEdge;
}
int yDistanceFromEdge = (destRect.y + destRect.h) - mFogOfWar->h;
if(yDistanceFromEdge > 0) // we're busting
{
sourceRect.h -= yDistanceFromEdge;
destRect.h -= yDistanceFromEdge;
}
SDL_LockSurface(mFogOfWar);
Uint32* destPixels = (Uint32*)mFogOfWar->pixels;
Uint32* srcPixels = (Uint32*)mFogOfWarPunch->pixels;
static bool keepFogRemoved = false;
for(int x = 0; x < destRect.w; ++x)
{
for(int y = 0; y < destRect.h; ++y)
{
Uint32* destPixel = destPixels + (y + destRect.y) * mFogOfWar->w + destRect.x + x;
Uint32* srcPixel = srcPixels + (y + sourceRect.y) * mFogOfWarPunch->w + sourceRect.x + x;
unsigned char* destAlpha = (unsigned char*)destPixel + 3; // fetch alpha channel
unsigned char* srcAlpha = (unsigned char*)srcPixel + 3; // fetch alpha channel
if(keepFogRemoved == true && *srcAlpha > 0)
{
continue; // skip this pixel
}
*destAlpha = *srcAlpha;
}
}
SDL_UnlockSurface(mFogOfWar);
}
Which then gave me this with keepFogRemoved = false even after the character had moved around
And this with keepFogRemoved = true
Validation
The important part is really to make sure you don't write outside of your pixel buffer, so watch out with negative offsets or offsets that would bring you out of the width or height. To validate my code, I added a simple call to RemoveFogOfWar when the mouse is clicked and tried corners and edges to make sure I didn't have a "off by one" problem
case SDL_MOUSEBUTTONDOWN:
{
if(Event.button.button == SDL_BUTTON_LEFT)
{
gRenderingManager.RemoveFogOfWar(Event.button.x, Event.button.y);
}
break;
}
Notes
Obviously, you don't need a 32 bits texture for the "punch", but it was the clearest way I could think of to show you how to do it. It could be done using as little as 1 bit per pixel (on / off). You can also add some gradient, and change the
if(keepFogRemoved == true && *srcAlpha > 0)
{
continue; // skip this pixel
}
To something like
if(*srcAlpha > *destAlpha)
{
continue;
}
To keep a smooth blend like this:
3 State Fog of War
I thought I should add this... I added a way to create a 3 state fog of war: visible, seen and fogged.
To do this, I simply keep the SDL_Rect of where I last "punched" the fog of war, and if the alpha is lower than a certain value, I clamp it at that value.
So, by simply adding
for(int x = 0; x < mLastFogOfWarPunchPosition.w; ++x)
{
for(int y = 0; y < mLastFogOfWarPunchPosition.h; ++y)
{
Uint32* destPixel = destPixels + (y + mLastFogOfWarPunchPosition.y) * mFogOfWar->w + mLastFogOfWarPunchPosition.x + x;
unsigned char* destAlpha = (unsigned char*)destPixel + 3;
if(*destAlpha < 0x60)
{
*destAlpha = 0x60;
}
}
}
mLastFogOfWarPunchPosition = destRect;
right before the loop where the fog of war is "punched", I get a fog of war similar to what you could have in games like StarCraft:
Now, since the "seen" fog of war is semi transparent, you will need to tweak your rendering method to properly clip "enemies" that would be in the fog, so you don't see them but you still see the terrain.
Hope this helps!
This question already has answers here:
Closed 10 years ago.
Possible Duplicate:
Determine if two rectangles overlap each other?
Considering I have 2 squares for which I know the x and y positions and I also know the size, what would be the formula to use if I wanted to see if the objects collide with eachother.
if( ((shapeA->getX() - shapeA->getSize()) > (player->getX() - player->getSize())
&& (shapeA->getX() + shapeA->getSize()) < (player->getX() + player->getSize()))
&& (shapeA->getY() - shapeA->getSize() > player->getY() - player->getSize()
&& (shapeA->getY() + shapeA->getSize()) < (player->getY() + player->getSize()))
)
This works, but it works strange (not all the time). I must be missing something
It's very easy to check whether a rectangle intersects or touches another rectangle. Have a look at the following picture:
As you can see, two rectangles intersect if the intersections between ([x,x+a] and [X,X+A]) and ([y,y+b] and [Y,Y+B]) both aren't empty.
struct Rectangle{
bool intersects(const Rectangle&);
unsigned int a; //!< width of the rectangle
unsigned int b; //!< height of the rectangle
unsigned int x; //!< x position
unsigned int y; //!< y position
};
bool Rectangle::intersects(const Rectangle& oRectangle){
return (x < oRectangle.x + oRectangle.a) && // [x,x+a], [X,X+A] intersection
(oRectangle.x < x + a) && // [x,x+a], [X,X+A] intersection
(y < oRectangle.y + oRectangle.b) && // [y,y+b], [Y,Y+B] intersection
(oRectangle.y < y + b); // [y,y+b], [Y,Y+B] intersection
}
So your code should be
if(((shapeA->getX() + shapeA->getSize()) > (player->getX()) // x intersection
&& (shapeA->getX() < (player->getX() + player->getSize())) // x intersection
&& (shapeA->getY() < player->getY() + player->getSize() // y intersection
&& (shapeA->getY() + shapeA->getSize()) > player->getY()) // y intersection
)
You do wrong tests, try this:
int left_bound_A= shapeA->getX()-shapeA->getSize();
int right_bound_A= shapeA->getX()+shapeA->getSize();
int top_bound_A= shapeA->getY()-shapeA->getSize();
int bottom_bound_A= shapeA->getY()+shapeA->getSize();
int left_bound_B= shapeB->getX()-shapeB->getSize();
int right_bound_B= shapeB->getX()+shapeB->getSize();
int top_bound_B= shapeB->getY()-shapeB->getSize();
int bottom_bound_B= shapeB->getY()+shapeB->getSize();
if( left_bound_A < right_bound_B &&
right_bound_A > left_bound_B &&
top_bound_A > bottom_bound_B &&
bottom_bound_A < top_bound_B ) colide(shapeA,shapeB);
The general way is to test for shape intersection. If you implement a Box or Rectangle class, the code simplify to:
Box colision= intersect( shapeA->getBoundBox(), shapeB->getBoundBox() );
if( colision.have_positive_area() )
colide(shapeA,shapeB,colision);
Assuming that getX/Y gives the bottom left corner of the square,
shapeMinX = shapeA; shapeMaxX = shapeB;
if (shapeA()->getX() > shapeB()->getX())
swap (shapeMinX, shapeMaxX);
shapeMinY = shapeA; shapeMaxY = shapeB;
if (shapeA()->getY() > shapeB()->getY())
swap (shapeMinY, shapeMaxY);
collision = (shapeMinX->getX()+shapeMinX->size() >= shapeMaxX()->getX) || (shapeMinX->getY()+shapeMinY->size() >= shapeMaxY()->getY);
Yes, the way to check if two rectangles is simple.
Just as a suggestion, if you then want to compute all the possible intersection between the rectangles in a list of rectangles, preorder them by increasing x of their border and then start the comparison exploiting this relation. This question may be of help
Fast hiding of intersecting rectangles can be of interest