Currently I am working on a 2D particle simulator. I have each particle moving on a unique angle. I found a basic formula to change x and y velocity, but I currently have a set velocity that moves according to the angle.
particles[a][3] += particles[a][1] * cos(radians(particles[a][5]));//move X
particles[a][4] += particles[a][1] * sin(radians(particles[a][5]));//move Y
I have a basic collision for collisions on walls, but can't find the best way to sort the collisions out. Currently I just multiply the rotation by -1, but that only works on the top and bottom. Note: The particle will always move after running the collision (its not getting stuck in the collision boxes and bugging out).
if(particles[a][3] < 0 || particles[a][3] > windowWidth/2 || particles[a][4] < 0 || particles[a][4] > windowHeight/2) {
/*windowWidth and windowHeight are divided by 2 to find the canvas size. In the setup() I have the canvas set to that value).*/
particles[a][5] *= -1;
}
Array values:
particles[a][1] = speed
particles[a][3] = x position
particles[a][4] = y position
particles[a][5] = rotation
My question is what is the best way to run these collision tests. I understand that collisions bounce at 90 degrees, but I'd like to use as few if statements as possible (simpler the better) instead of a tedious bunch.
Merry Christmas, and thanks in advance!
Figured it out!
Final code:
if(particles[a][4] < 0 || particles[a][4] > windowHeight/2) {
particles[a][5] *= -1;
} else if(particles[a][3] < 0 || particles[a][3] > windowWidth/2) {
particles[a][5] = 180 - particles[a][5];
}
Try googling "javascript reflect angle" and you'll find formulas for reflecting around both the X and Y axis. You do one when you collide with the top or bottom, and you do the other when you collide with the left or right.
Also, you probably shouldn't be using an array to hold your data. Create a class that holds your values, and then create instances of that class. Using magic array indexes is a recipe for headaches.
If you still can't get it working, then please post an MCVE and we'll go from there. Good luck.
Related
I cant seem to be able to solve a math problem related to collision detection.
I got the basic idea. Find the difference between two opposite x and y values. Calculate the distance by multiplying the two results by itself to get the distance and then a check to see if the two balls collide. Then checking if any part of the angles intersect. Honestly it works somewhat but is still broken.
Problem: When starting the game and I let the ball collide with the visible half then the collison works and when the ball enters the non visible area the collision returns false. At the other hand, when restarting and letting it collide with the non visible area the collision returns true, then false when it enters the visible part of the semicircle.
What could it be? I suspect something due to my rotation. This is honestly weird. Here a demo:
http://jsfiddle.net/2rz296tf/17/
Below the essential formula that makes it "kind of" work:
var dx = a - b;
var dy = a - b;
var semi = Math.atan2(dx, dy)
var distance = Math.sqrt(dx * dx + dy * dy);
var hit = (distance < radiusA + radiusB) && (semi >= 0 && semi < angleB);
You're comparing an angle to a length: semi < radiusB. That doesn't make any sense. You should compare semi to the orientation of your shield, not with its radius.
Looking at your code, you should do something like semi >= angle - Math.PI && semi <= angle instead. You'll need to implement a way to deal with the fact that angles run from -pi to pi and then loop around.
I'm working on an HTML5-canvas game, where the map is randomly generated 10px by 10px tiles which the player can then dig and build upon. The tiles are stored in an array of objects and a small map contains about 23000 tiles. My collision detection function checks the players position against all non-air tiles every run through (using requestAnimationFrame()), and it works perfectly but I feel like it's CPU intensive. Collision function is as follows (code came from an online tutorial):
function colCheck(shapeA, shapeB) {
var vX = (shapeA.x + (shapeA.width / 2)) - (shapeB.x + (shapeB.width / 2)),
vY = (shapeA.y + (shapeA.height / 2)) - (shapeB.y + (shapeB.height / 2)),
hWidths = (shapeA.width / 2) + (shapeB.width / 2),
hHeights = (shapeA.height / 2) + (shapeB.height / 2),
colDir = null;
// if the x and y vector are less than the half width or half height, they we must be inside the object, causing a collision
if (Math.abs(vX) < hWidths && Math.abs(vY) < hHeights) {
// figures out on which side we are colliding (top, bottom, left, or right)
var oX = hWidths - Math.abs(vX),
oY = hHeights - Math.abs(vY);
if (oX >= oY) {
if (vY > 0) {
colDir = "t";
shapeA.y += oY;
} else {
colDir = "b";
shapeA.y -= oY;
}
} else {
if (vX > 0) {
colDir = "l";
shapeA.x += oX;
} else {
colDir = "r";
shapeA.x -= oX;
}
}
}
return colDir;
};
Then within my update function I run this function with the player and tiles as arguments:
for (var i = 0; i < tiles.length; i++) {
//the tiles tag attribute determines rendering colour and how the player can interact with it ie. dirt, rock, etc.
//anything except "none" is solid and therefore needs collision
if (tiles[i].tag !== "none") {
dir = colCheck(player, tiles[i]);
if (dir === "l"){
player.velX = 0;
player.jumping = false;
} else if (dir === "r") {
player.velX = 0;
player.jumping = false;
} else if (dir === "b") {
player.grounded = true;
player.jumping = false;
} else if (dir === "t") {
player.velY *= -0.3;
}
}
};
So what I'm wondering is if I only check tiles within a certain distance from the player using a condition like Math.abs(tiles[i].x - player.x) < 100 and the same for y, should that make the code more efficient because it will be checking collision against fewer tiles or or is it less efficient to be checking extra parameters?
And if that's difficult to saying without testing, how do I go about finding how well my code is running?
but I feel like it's CPU intensive
CPU's are intended to do a lot of stuff very fast. There is math to determine the efficiency of your algorithm, and it appears that your current implementation is O(n). If you reduce the number of tiles to a constant number, you would achieve O(1), which is better, but may not be noticeable for your application. To achieve O(1), you would have to keep an index of the X closest tiles and incrementally update the index when closest tiles change. I.e. if the player moves to the right, you would modify the index so that the left most column of tiles are removed and you get a new column of tiles on the right. When checking for collisions, you would simply iterate through the fixed number of tiles in the index instead of the entire set of tiles.
...should that make the code more efficient because it will be checking collision against fewer tiles or or is it less efficient to be checking extra parameters?
The best way to answer that is with a profiler, but I expect it would improve performance especially on larger maps. This would be an O(n) solution because you still iterate over the entire tile set, and you can imagine as your tile set approaches infinity, performance would start to degrade again. Your proposed solution may be a good compromise between the O(1) solution I suggested above.
The thing you don't want to do is prematurely optimize code. It's best to optimize when you're actually experiencing performance problems, and you should do so systematically so that you get the most bang for your buck. In other words even if you did have performance problems, the collision detection may not be the source.
how do I go about finding how well my code is running?
The best way to go about optimizing code is to attach a profiler and measure which parts of your code are the most CPU intensive. When you figure out what part of your code is too slow, either figure out a solution yourself, or head over to https://codereview.stackexchange.com/ and ask a very specific about how to improve the section of code that isn't performing well and include your profiler information and the associated section of code.
In response to Samuel's answer suggesting I use a profiler:
With a map made up of ~23 000 tiles in an array:
The original collision code was running 48% time. By changing if (tiles[i].tag !== "none") to the following the amount of time spent checking for collisions dropped to 5%.
if (tiles[i].tag !== "none"
&& Math.abs(tiles[i].x - player.x) < 200
&& Math.abs(tiles[i].y - player.y) < 200)
With a map made up of ~180 000 tiles:
The original collision code was running 60-65% of the time and performance of the game is so low it can't be played. With the updated code the collision function is only running 0.5% of the time but performance is still low, so I would assume that even though less tiles are being checked for collision there are so many tiles that checking their position relative to the player is causing the game to run slowly.
I have a test application where I am creating collison detection between to rectangles using Raphael.js.
I am able to get collison detection working properly, but I have to drag it around slooowly.... the issue arises when I move the mouse too quickly. It seems that it is not refreshing quick enough to detect the draggable rect.
The purple square is the only one that drags.
JS Fiddle
I guess my question is how can I improve detection/fix my issue?
Thanks in advance.
Since move is getting called on each pixel move, you don't have time to do much in the way of calculations to keep it smooth. First, I replaced you function for determining overlap with a more standard one:
var rect_collision = function (x1, y1, size1, x2, y2, size2) {
var a = {top: y1, bottom: y1+size1, left: x1, right: x1+size1};
var b = {top: y2, bottom: y2+size2, left: x2, right: x2+size2};
// this is the general way to figure out if two rects are overlapping
return !(a.left >= b.right || a.right <= b.left ||
a.top >= b.bottom || a.bottom <= b.top);
};
This just checks to see if one rectangle is completely to the left, right, top, or bottom of the other one. If it isn't, then they must be overlapping. Since this just gives a true or false value, I still had to figure out which side the collision occurred on.
To figure that out, I broke the collisions into two components, an x collision and a y collision by pretending that first only dx changed then only dy changed. Once I knew which direction was causing the overlap I could then use the change in direction to determine which side the overlap occurred on. For example, if x caused the collision and the previous dx was greater than the current dx then the collision was on the right side.
// check the x and y directions separately
var x_collide = rect_collision(r2_x, r2_y, rectSize, x, r1_y, rectSize);
// see if we are currently overlapping
if (!x_collide) {
// not colliding, update our x position normally
this.attr({x:x});
this.pdx = dx;
}
else {
// we are, stick the moving rect to the correct side of the stationary one
// based on the drag direction that got us stuck
this.attr({x: this.pdx > dx ? r2_x + rectSize + 1 : r2_x - rectSize - 1});
}
I then added a little bit of extra logic to match the functionality that you had which prevent the user from dragging the rectangle directly through the stationary one. Basically I ended up just seeing if the move would place the moving rectangle directly on the opposite side of the stationary one, and if so, prevent it.
I also cleaned up your checks for the border to get rid of all of the Math.min and Math.max calls since you didn't really need those. That's more of a preference thing though since I doubt there were causing much of the performance issues.
You can see the results at http://jsfiddle.net/X7H9G/3/. I'm not sure if this is the best solution, but it seems to do the job.
I have an array of objects that are all 'rectangles'. I also have a circle that is the object. The equation I use for gravity is:
newYPos = oldYPos + prevFallingSpeed + gravity
Basically, I am adding the rate of gravity to the number of pixels the circle 'fell' in the previous frame and then adding that to the position of the circle in the last frame.
I am detecting if any part of the ball is inside of any of the objects using this code:
for(var i = 0; i < objects.length; i++){
if(ball.x > objects[i].x - ball.r && ball.y > objects[i].y - ball.r && ball.x < ball.r + objects[i].x + objects[i].w && ball.y < ball.r + objects[i].y + objects[i].h){
alert('test');
gSy = (-1 * gSy);
}
}
The code checks if the circle's coordinates plus or minus the radius is greater than the top/left positions of the walls of the box and less than the right/bottom positions of the walls of the box.
The ball is inside the object at one point, but I never get an alert. I've tried everything I can think of. Hopefully I'm just making some dumb mistake I can't see...
Here is a jsfiddle if you are up for messing with my code or don't understand the variables:
http://jsfiddle.net/JGKx5/
The small problem:
You have four objects.
Two of them (numbers 1 and 3) are tall and thin, and off to the left or right. The ball never goes near them.
One of them (number 2) is short and wide, and at y-coordinates smaller than the ball ever attains.
The other one (number 0) is short and wide, and its y-coordinates are ones that a real physical ball would pass through -- but because your ball moves in discrete steps your script never actually sees it do so. (It goes from y=580.4 to y=601.2.)
The big problem:
In the jsfiddle, all your comparisons in the collision test appear to be exactly the wrong way around :-). (Which is odd since the ones in the code here are the right way around.)
With both of these changed (I made the ball move by 0.1*gSy instead of by gSy, and flipped all the comparison operators), collisions are detected.
I wrote a very simple collision detection demo:
http://jsfiddle.net/colintoh/UzPg2/5/
As you can see, the objects sometimes doesn't connect at all but yet the collision is being triggered. The radius for the balls are 10px so the algo triggered the collision whenever the distance between two balls center is less than 20px. I reduced it to 18px for a better visual but the empty collision still happens randomly. Am I doing something wrong?
It looks like you are not using the right formula for distance between two points. See http://www.purplemath.com/modules/distform.htm for a full explanation.
You are doing this:
this.ballCollide = function(balli) {
if (Math.abs((this.x) - (balli.x)) < (2*radius - buffer)) {
if (Math.abs((this.y) - (balli.y)) < (2*radius - buffer)) {
// Do collision
}
}
};
That's a square bounding box, not a circular one. To get a circular bounding box, you can do something like this, based on the formula in the referenced web page:
this.ballCollide = function(balli) {
var deltax = this.x - balli.x;
var deltay = this.y - balli.y;
if (Math.sqrt(deltax * deltax + deltay * deltay) < 2 * radius - buffer) {
// Do collision
}
};
See http://jsfiddle.net/UzPg2/14/ for a working example.
Note that a perfect circular bounding box is a much slower algorithm than a square bounding box approximation.
Following Jarrod Roberson's point (a perfect circle is always inside a perfect square), you'd do that by basically combining your original code with the code I posted, like this (and you could combine them both into one conditional switch if you wanted to):
var deltax = this.x - balli.x;
var deltay = this.y - balli.y;
var dist = 2 * radius - buffer;
if (Math.abs(deltax) < dist && Math.abs(deltay) < dist) {
if (Math.sqrt(deltax * deltax + deltay * deltay) < dist) {
// Do collision
}
}
See http://jsfiddle.net/UzPg2/21/ for a working example (I've left the buffer as your variable is called at 2, but I personally think it looks better with a value of 1).
There are also many other ways you can optimize this for speed if you need to, but Jarrod's suggestion gives you the biggest immediate speed boost.
You're only checking for collisions on two axis, x and y. You need to use Pythagoras' theorem to detect on all axis at the cost of efficiency. For example.
Your algorithm will detect a collision around the point where these two balls are, since if you draw a tangent line along the x or y axis from one ball it goes through the other ball: http://jsfiddle.net/XpXzW/1/
Here you can see where they should actually collide:
http://jsfiddle.net/wdVmQ/1/
If you change your collision detection algorithm to check for perfect collisions (it will be less efficient) you can get rid of your buffer too:
http://jsfiddle.net/ucxER/
(Using Pythagoras' theorem the formula for a collision is:
Math.sqrt((this.x - balli.x)*(this.x - balli.x)
+ (this.y - balli.y)*(this.y - balli.y)) < 2*radius
Also what Jarrod commented is very smart. You can speed it up by using a technique like that. Since the square root is only calculated when the balls are close to each other:
http://jsfiddle.net/bKDXs/