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Resolving Collisions
Ok, we can detect collisions. Now it's time to deal with how our objects react on them, i.e. with the collision resolution.
When two objects overlap, it turns out convenient to return from the collisions.check_rectangles_overlap
not only the fact of the overlap but also a displacement necessary to resolve the overlap.
I suppose that the shape b
is the one that has to be displaced, and the a
should remain
in place. If the center of the b
is to the right from the center of the a
, the b
is shifted right to resolve the overlap, in the other case - left ( shift is negative ). Same for y-axis.
function collisions.check_rectangles_overlap( a, b )
local overlap = false
local shift_b_x, shift_b_y = 0, 0
if not( a.x + a.width < b.x or b.x + b.width < a.x or
a.y + a.height < b.y or b.y + b.height < a.y ) then
overlap = true
if ( a.x + a.width / 2 ) < ( b.x + b.width / 2 ) then
shift_b_x = ( a.x + a.width ) - b.x --(*1a)
else
shift_b_x = a.x - ( b.x + b.width ) --(*1b)
end
if ( a.y + a.height / 2 ) < ( b.y + b.height / 2 ) then
shift_b_y = ( a.y + a.height ) - b.y --(*2)
else
shift_b_y = a.y - ( b.y + b.height ) --(*2)
end
end
return overlap, shift_b_x, shift_b_y --(*3)
end
(*1a): b
to the right from the center of a
; shift b
to the right
(*1b): b
to the left from a
; shift to the left.
(*2): same for y axis.
(*3): shift is returned along with the fact of the overlap
Now, in collision-resolution functions we need to check for overlap,
and if it happens - react on in.
For platform-ball collision, there is no need to modify the platform,
but it is necessary to change the ball direction.
ball.rebound
is responsible for this.
function collisions.ball_platform_collision( ball, platform )
local overlap, shift_ball_x, shift_ball_y
local a = { x = platform.position_x,
y = platform.position_y,
width = platform.width,
height = platform.height }
local b = { x = ball.position_x - ball.radius,
y = ball.position_y - ball.radius,
width = 2 * ball.radius,
height = 2 * ball.radius }
overlap, shift_ball_x, shift_ball_y =
collisions.check_rectangles_overlap( a, b )
if overlap then
ball.rebound( shift_ball_x, shift_ball_y ) --(*1)
end
end
(*1): if there is an overlap between the ball and the platform, make ball rebound.
In ball.rebound
function the overlap values are passed.
I determine the minimal one of them, zero the other one and shift the ball by the nonzero value (see the figure; todo: redraw it).
Besides, the speed direction along the shift axis is reversed.
function ball.rebound( shift_ball )
local min_shift = math.min( math.abs( shift_ball.x ),
math.abs( shift_ball.y ) )
if math.abs( shift_ball.x ) == min_shift then
shift_ball.y = 0
else
shift_ball.x = 0
end
ball.position = ball.position + shift_ball
if shift_ball.x ~= 0 then
ball.speed.x = -ball.speed.x
end
if shift_ball.y ~= 0 then
ball.speed.y = -ball.speed.y
end
end
Ball-wall collisions are resolved in a similar fashion. Platform-wall is the same, but there is no need to change the velocity of the platform.
For the ball-brick collision it is necessary to delete the brick on collision.
Brick reaction on the collision is described by bricks.brick_hit_by_ball
function.
For now, the only reaction is to remove the brick from the bricks.current_level_bricks
table.
This is done by executing table.remove
.
To implement this, it is necessary to pass the index of the brick into bricks.current_level_bricks
.
function collisions.ball_bricks_collision( ball, bricks )
local overlap, shift_ball_x, shift_ball_y
.....
for i, brick in pairs( bricks.current_level_bricks ) do
.....
overlap, shift_ball_x, shift_ball_y =
collisions.check_rectangles_overlap( a, b )
if overlap then
ball.rebound( shift_ball_x, shift_ball_y )
bricks.brick_hit_by_ball( i, brick, --(*1)
shift_ball_x, shift_ball_y )
end
end
end
function bricks.brick_hit_by_ball( i, brick, shift_ball_x, shift_ball_y )
table.remove( bricks.current_level_bricks, i ) --(*2)
end
(*1): brick reaction on the collision is stored in the bricks.brick_hit_by_ball
function.
(*2): brick is removed from the bricks.current_level_bricks
← 1.4 - Detecting Collisions
↑ To the top
Next section: 1.6 - Levels →
Feedback is crucial to improve the tutorial!
Let me know if you have any questions, critique, suggestions or just any other ideas.
Chapter 1: Prototype
- The Ball, The Brick, The Platform
- Game Objects as Lua Tables
- Bricks and Walls
- Detecting Collisions
- Resolving Collisions
- Levels
Appendix A: Storing Levels as Strings
Appendix B: Optimized Collision Detection (draft)
Chapter 2: General Code Structure
- Splitting Code into Several Files
- Loading Levels from Files
- Straightforward Gamestates
- Advanced Gamestates
- Basic Tiles
- Different Brick Types
- Basic Sound
- Game Over
Appendix C: Stricter Modules (draft)
Appendix D-1: Intro to Classes (draft)
Appendix D-2: Chapter 2 Using Classes.
Chapter 3 (deprecated): Details
- Improved Ball Rebounds
- Ball Launch From Platform (Two Objects Moving Together)
- Mouse Controls
- Spawning Bonuses
- Bonus Effects
- Glue Bonus
- Add New Ball Bonus
- Life and Next Level Bonuses
- Random Bonuses
- Menu Buttons
- Wall Tiles
- Side Panel
- Score
- Fonts
- More Sounds
- Final Screen
- Packaging
Appendix D: GUI Layouts
Appendix E: Love-release and Love.js
Beyond Programming: