KeyPressed / collision detection

I have a tile based platformer I am making and am having some trouble with the collision detection. I have it so that the game detects a collision before it actually occurs so that it wont happen in the game. However, it only appears to works right if i tap the arrow key into the wall, and if i hold the arrow key down i fly right through the tile until i let go (if i let go inside a block the hero gets stuck because it detects a collision anywhere i try to move after that). At this time i had the new coordinate to detect collision based on which direction i was moving gotten from keyPressed. Since this didnt work (assumed it was because the game loop and keyPressed dont take turns performing their actions) I made the new coordinate collision be detected from a method called in the main game loop and the result was that if I held down the key and flew into a wall, it doesnt stop exactly at the right spot (but I cant go through an entire row of tiles) but when I go the opposite direction from the collision (open space should work fine) it works fine until a point where in mid air it acts like a collision occured.
I have tried very hard to find the error in my code concerning the collision detection and need to make sure these problems arent a result of limitations of keyPressed or something, but rather just the code i've written

ok well I now have it set up so that before the hero moves it checks to see if the move is valid from each pixel starting at the hero to the length the hero moves in 1 directional press (using a rectangle that is the size of the hero, then has width 1 pixel larger etc until reaches the length of a move). The collision detection method returns true if there is a collision at any point, false otherwise. I tried to put the method in both the keyPressed method (for each case of a directional key pressed) as well as in the main game loop (not both at the same time) and neither worked perfectly and both worked about the same. Now the problem is that as long as the hero approaches the tile from a far away distance it works perfectly (a tile is 40 pixels in width and hero is 30), it appears that if the hero approaches from around 40 pixels out it will work but anything less and it will go through the tile as far from the 40 pixel mark it started (ie if hero starts at 37 pixels from tile and moves, it will go through the tile 3 pixels) then it can only travel back to the position it started even if there is no collision detected. Again, it appears that the hero must be about 40 pixels out (not sure if this is coincidence or it is exactly the length of the tile for a reason). Really can't figure this out, dont think there is a problem with the code i have written but probably i'm approaching the solution wrong

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  • Using ModelsUnderRay Collision detection

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    -- handler and send the collisionList as a parameter
    if (collisionList.count) then
    me.checkForCollision(collisionList[1])
    -- cast ray to right
    collisionList =
    p3Dmember.modelsUnderRay(pCharacter.worldPosition, \
    pCharacter.transform.yAxis,#detailed)
    -- if models picked up by ray, then check for collision
    if (collisionList.count) then
    me.checkForCollision(collisionList[1])
    -- cast ray forward
    collisionList =
    p3Dmember.modelsUnderRay(pCharacter.worldPosition, \
    pCharacter.transform.xAxis,#detailed)
    -- if models picked up by ray, then check for collision
    if (collisionList.count) then
    me.checkForCollision(collisionList[1])
    -- cast ray backward
    collisionList =
    p3Dmember.modelsUnderRay(pCharacter.worldPosition, \
    -pCharacter.transform.xAxis,#detailed)
    -- if models picked up by ray, then check for collision
    if (collisionList.count) then
    me.checkForCollision(collisionList[1])
    end
    on checkForCollision me, collisData
    -- grab the #distance value from the CollisionList
    dist = collisData.distance
    -- check if distance is less than width of bounding box
    if (dist < pCharBoundingBox.resource.width ) then
    -- get distance of penetration
    diff = pCharBoundingBox.resource.width - dist
    -- calculate vector perpendicular to the wall's surface to
    move the character
    -- using the #isectNormal property
    tVector = collisData.isectNormal * diff
    -- move the character in order to resolve the collision
    pCharacter.translate(tVector,#world)
    end if
    end
    on keyDown
    -- check to see which key has been pressed
    -- and set the property relating to that key to TRUE
    if keypressed(123) then pLeftArrow = TRUE -- 123 = left
    arrow key
    if keypressed(124) then pRightArrow = TRUE -- 124 = right
    arrow key
    if keypressed(125) then pDownArrow = TRUE -- 125 = down
    arrow key
    if keypressed(126) then pUpArrow = TRUE -- 125 = up arrow
    key
    -- if 'r' key pressed, return character to starting position
    if keypressed("r") then resetCharacter
    -- if 'c' key is pressed, then switch camera
    if keypressed("c") then changeCamera
    end
    on keyUp
    -- when the arrow keys are released, set the properties to
    FALSE
    pLeftArrow = FALSE
    pRightArrow = FALSE
    pUpArrow = FALSE
    pDownArrow = FALSE
    end
    on exitFrame
    characterMove
    end
    on characterMove
    -- if the right arrow is pressed,
    -- rotate the character 5 degrees about the z-axis
    if pRightArrow then pCharacter.rotate(0,0,-5)
    --if the right arrow is pressed,
    -- rotate character -5 degrees about the z-axis
    if pLeftArrow then pCharacter.rotate(0,0,5)
    -- if the up arrow is pressed,
    -- move the character 5 pixels along the y-axis
    if pUpArrow then pCharacter.translate(0,5,0)
    -- if the down arrow is pressed,
    -- move the character -5 pixels along the y-axis
    if pDownArrow then pCharacter.translate(0,-5,0)
    -- move along terrain
    -- create reference for terrain (ground)
    terrain = p3Dmember.model("Terrain")
    -- store character's position
    charPos = pCharacter.worldPosition
    charPos.y = charPos.y - 20
    -- cast a ray down
    collisData =
    p3Dmember.modelsUnderRay(charPos,vector(0,0,-1),#detailed)
    -- if model is picked up on ray.
    if collisData.count then
    -- store total no of models detected by the ray
    totalCount = collisData.count
    repeat with modelNo = 1 to totalCount
    -- check if over the terrain model
    if (collisData[modelNo].model = terrain) then
    terrainPos = collisData[modelNo].isectPosition
    -- find out the distance the character should move up or
    down
    diff = (terrainPos.z - pCharacter.worldPosition.z)+45
    -- move the character
    pCharacter.translate(0,0,diff,#world)
    end if
    end repeat
    end if
    end

    ok,
    I have been trying to work this out for ahwile and I got
    pretty close on getting this correct but there are still some
    glitches. So far I did a little research in the help files to see
    what the dot product does and this is how I got my calculations
    going so far
    --the code
    on beginSprite me
    I created 2 spheres and a box. Next, I then positioned them
    so that the first sphere is alligned with the front end of the box
    and then I aligned the second sphere to back of the box. I will not
    show you the code of beginSprite because all this does is for
    creating the models and there are no calculations going inside this
    handler. In addition, with these 3 models, my purpose is to say
    lets prtend that the box is the chasis of the car and the sphere
    that is placed at the frent end of the chassis are to represemt the
    2 front wheels and the othere sphere is to represent the 2 back
    wheels of the car. Also, I initlalised a timer to the following
    below
    pTimer = (the milliseconds)
    end beginSprite
    ... note The timere is just for purposes of simulating a
    pretend upward movement for the wheels. See below which should
    explain it better then I can say it in words.
    --the code below is the calculations. The translations is for
    saying that I am pretending that the wheels are inclining up a
    hill. However, the wheels in the true game will be getting
    calculated by finding the distance of collion by using the
    modelsUnderRay function just like you normally would. By the way,
    all models and the camera are set to y is the up vector
    on exitFrame
    if ((the milliseconds) - pTimer) > 1000 then -- increment
    the calculations every one second
    pBall1.translate(0, 0.125, 0) -- This is for saying that
    this is the calculations that I am calculating the front wheels
    need to move up when they incline up the hill.
    pBall2.translate(0, -0.125, 0) -- Just like the front wheel
    pretend calulations but for the back wheels, and use a negative
    translate.
    pos1 = pBall1.transform.position -- get the calculated
    position for the front wheels
    pos2 = pBall2.transform.position -- get the calculated
    position for the back wheels
    norm1 = pos1.getnormalized() -- not sure I understand this,
    but in the help files, it says that when you calculate the dot
    product of 2 vectors that have been normalized, you then get their
    cosine
    norm2 = pos2.getNormalized() -- normalize the back wheels
    position
    dotProduct = norm1.dot(norm2) -- calculate the dot product
    of the 2 vectors
    pBox.rotate(dotAngle, 0, 0) -- I took a guess and thought
    that using the dotProduct will allow me to correctly rotate the
    chassis but the chassis is quite not rotating correctlly
    pTimer = (the milliseconds) -- update the timer so that we
    can recyle the above code again
    end if
    end exitFrame
    ... Ok, now like I said previously, the chassis is rotating
    almost correctlly, but if you continue to do this, and by after the
    third cycle, the front end wheels start to collide with the
    chassis. So in other words, the rotations look correct untill
    exitFrame is called for the third time and after which then the
    front wheels start to collide with the chassis.
    So I am wondering if anyone could help me out to fix this and
    explain what I am doing wrong?

  • Java3D collision detection (full test source)

    Hello!
    I have struggled with this problem for a month now, so I really need some help.
    I try to develop a game with collision detection with Java3D.
    To narrow it down I had made two test-java-files for you.
    File 1) Applet where I add all my objects (2 ColorCubes)
    File 2) A KeyListener to stear one of the cubes. The key listener also checks for collisons.
    All code is below, just compile and try.
    The idea is that the cube that I can stear should stop outside the other cube from any
    direction. But I can't detect that other cube at all.
    So if any one could try the code and give me some hints or example I would be most
    thankfull.
    Best regards
    Fredrik
    import java.applet.*;
    import java.awt.*;
    import java.awt.Frame;
    import java.awt.event.*;
    import com.sun.j3d.utils.applet.MainFrame;
    import com.sun.j3d.utils.universe.*;
    import com.sun.j3d.utils.geometry.*;
    import com.sun.j3d.utils.behaviors.keyboard.*;
    import javax.media.j3d.*;
    import javax.vecmath.*;
    import javax.swing.*;
    import java.util.*;
    public class Test extends Applet
         BranchGroup branchGroup;
         ColorCube colorCube1 = new ColorCube(0.4); //The cube that you can navigate
         ColorCube colorCube2 = new ColorCube(0.4);
         TransformGroup transformGroup1;
         public void init()
              setLayout(new BorderLayout());
              GraphicsConfiguration config = SimpleUniverse.getPreferredConfiguration();
              Canvas3D canvas3D = new Canvas3D(config);
              add("Center", canvas3D);
              SimpleUniverse simpleUniverse = new SimpleUniverse(canvas3D);
              branchGroup = new BranchGroup();
              //Cube1
              transformGroup1 = new TransformGroup();
              Transform3D transform3D1 = new Transform3D();
              transform3D1.set(new Vector3f(0.0f, 0.0f, -20.0f));
              transformGroup1.setTransform(transform3D1);
              transformGroup1.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
              //for setShapeBounds
              transformGroup1.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);
              colorCube1.setCapability(Node.ALLOW_BOUNDS_READ);
              transformGroup1.setPickable(false);
              transformGroup1.addChild(colorCube1);
              branchGroup.addChild(transformGroup1);
              canvas3D.addKeyListener( new TestListener(transformGroup1, this) );
              //Cube2
              TransformGroup transformGroup2 = new TransformGroup();
              Transform3D transform3D2 = new Transform3D();
              transform3D2.set(new Vector3f(0.0f, 2.0f, -20.0f));
              transformGroup2.setTransform(transform3D2);
              colorCube2.setPickable(true);
              transformGroup2.addChild(colorCube2);
              branchGroup.addChild(transformGroup2);
              branchGroup.compile();
              simpleUniverse.addBranchGraph(branchGroup);
         public static void main(String[] args)
              Frame frame = new MainFrame(new Test(), 600, 400);
    }The KeyListener with Collision detection
    import java.awt.event.*;
    import javax.media.j3d.*;
    import javax.vecmath.*;
    import java.awt.Frame;
    import com.sun.j3d.utils.applet.MainFrame;
    import com.sun.j3d.utils.picking.*;
    import com.sun.j3d.utils.geometry.*;
    public class TestListener implements KeyListener
         final static float DISTANCE      = 0.1f;
         final static double TURNANGLE      = 0.1;
         float x = 0.0f;
         float y = 0.0f;
         float z = -20.0f;
         private double angle = 0.0;
         TransformGroup transformGroup;
         Transform3D positionTransform3D = new Transform3D();
         Transform3D angleTransform3D = new Transform3D();
         Test test;
         PickTool pickTool;
         Point3d point3d;
         Vector3d vector3d;
         Transform3D transform3D;
         public TestListener(TransformGroup tfg, Test t)
              test = t;
              transformGroup = tfg;
              pickTool = new PickTool(test.branchGroup);
              pickTool.setCapabilities(test.colorCube2, PickTool.INTERSECT_FULL);
                pickTool.setMode( PickTool.BOUNDS );
              positionTransform3D.set(new Vector3f(x, y, z));
         public void keyTyped(KeyEvent e)
         public void keyPressed(KeyEvent e)
              if( e.getKeyCode() == KeyEvent.VK_UP )
                   if(isMovePossible(DISTANCE))
                        Transform3D temp = new Transform3D();
                     temp.set(new Vector3f(0, DISTANCE, 0));
                     positionTransform3D.mul(temp);
                     transformGroup.setTransform( positionTransform3D );
              else if( e.getKeyCode() == KeyEvent.VK_DOWN )
                   if(isMovePossible(-DISTANCE))
                        Transform3D temp = new Transform3D();
                     temp.set(new Vector3f(0, -DISTANCE, 0));
                     positionTransform3D.mul(temp);
                     transformGroup.setTransform( positionTransform3D );
              else if( e.getKeyCode() == KeyEvent.VK_LEFT )
                angle = angle + TURNANGLE;
                angleTransform3D.rotZ(TURNANGLE);
                positionTransform3D.mul(angleTransform3D);
                transformGroup.setTransform( positionTransform3D );
              else if( e.getKeyCode() == KeyEvent.VK_RIGHT )
                angle = angle - TURNANGLE;
                angleTransform3D.rotZ(-TURNANGLE);
                positionTransform3D.mul(angleTransform3D);
                transformGroup.setTransform( positionTransform3D );
         public void keyReleased(KeyEvent e)
         public boolean isMovePossible(float distance)
              boolean retValue = true;
              PickBounds pickBounds = new PickBounds( test.colorCube1.getBounds() );
              pickTool.setShape( pickBounds, getCordinate(test.transformGroup1) );
              PickResult pickResult = pickTool.pickAny( );
              if ( pickResult != null )
                   System.out.println("Boink");
                   retValue = false;
              else
                   retValue = true;
              return retValue;
         public static void main(String[] args)
              Frame frame = new MainFrame(new Test(), 600, 350);
        public Point3d getCordinate(TransformGroup transformGroup)
              Transform3D pointTransform3D = new Transform3D();
              transformGroup.getTransform( pointTransform3D );
              float[] cordinates = new float[16];
              pointTransform3D.get(cordinates);
              Point3d point = new Point3d(cordinates[3], cordinates[7], cordinates[11]);
              return point;
        public void printOutCordinates(TransformGroup transformGroup)
              Transform3D printOutTransform3D = new Transform3D();
              transformGroup.getTransform( printOutTransform3D );
              float[] cordinates = new float[16];
              printOutTransform3D.get(cordinates);
              for(int i = 0; i < cordinates.length; i++)
                   System.out.println(i + ":" + cordinates);
              System.out.println();

    First of all I would like to point out, that i've never actually used the PickTool, or in fact any element of the whole picking infrastructure from Java3D. Nevertheless I have done some collision detection in Java3D and it worked just fine. Unfortunatelly it required building the whole coldet ( collision detection ) algorythm from scratch :-)
    If You want to collide only two bodies then You probably should consider creating a special Behaviour class that will react to the WakeupOnCollisionEntry and WakeupOnCollisionExit criterions. There is a good example of such a behaviour class in the Java3D demos, under TickTockCollision. However if there will be more bodies in Your scene and they will collide with each other in a random way, then You should rather consider building the whole coldet engine from scratch ( it's not very difficult, but it takes some time )
    Either way, You could try to get a second opinion on the Java3D forum. People out there should have more experience with Java3D

  • URGENT: Collision Detection In Tiled Map

    HELP!!!!! I am creating a tile map of size 32*32. And the character image size is also 32*32. Now i am stuck in making collision with the walls. I have tried my own method but to no avail. Has anyone tried to doing collision detection? Need a simple logic method to detect the collision...
    (Using keyevent to control the character moving around)
    Pls I really appreciate your help!!!!!!!
    Thanks.....

    I assume you have some way of knowing that you need to display a wall tile on the map, so before you move a particular direction check to see if the square you will move to is an acceptable move (no wall, door, mountain, water etc). If it is unacceptable play a little sound or display a message, otherwise do the move.

  • 2D Pixel Collision detection on XML tiled map

    Hello,
    I'm designing a game where the player can move through a city composed of 2D image tiles. Right now we have successfully got the pixel collision detection to work on a large single image consisting of an invisible mask image and a visible image that shows a cluster of buildings and objects. The mask overlays the visible buildings and blocks / allows movement based on the color of the mask. Black is a collision, white is open space, etc.
    But this technique won't work for the game, since there will be many cities and vastly larger than this little testbed. I cannot create multiple huge cities into one file - the file would be several megs large, and I'm looking at dozens of cities.
    My idea is to create tiled maps, which will save the coordinates for the various building/object tiles in an XML file. However, I do not know how to make the collision detection work with such a tiled map. Moreover, I don't know if constructing a mosaic city using XML coordinates is the best way to go - I'm open for suggestions. My goal is to simply be able to assemble a city from individual tiles of buildings and masks, and drive/walk my character through the city with pixel collision detection, without using the current setup of a single image and a single mask.
    Any advice/suggestions offered will be GREATLY appreciated! This is our first Java project, but hopefully we can make this work.
    Thank you so much!
    Message was edited by:
    Gateway2007 - clarifying that this is a collision detection based on pixels, not planes or other method.

    Sound like this might be too late of a suggestion, but have you looked at Slick at all?
    http://slick.cokeandcode.com/static.php?page=features
    It might help with the tiling and collision aspects.

  • Please i need help in Collision  detection

    i want to make collision detection system
    but i have no good papers or examples about collision to can make simple collision if anyone can give me good link please

    http://www.flipcode.com/articles/article_basiccollisions.shtml
    regards

  • Java 3d collision detection

    i loaded some villas models(.obj ) and i want to implement simple collision detection to prevent the user from walking through the villa models

    Note: The powerups do move around too, so, if the powerup and the character are in the middle of a translation (in between predefined grid positions), then I need to find out if their paths cross and react appropriately.

  • Better way of collision detection?

    right now I'm experiencing problems with using the same speed
    in reverse for collision detection (such as +=5 being countered by
    -= 5). While this works most of the time, if the velocity of the
    moving object changes, or on occasion, is out of sync with the map,
    the moving object gets stuck like glue to the "wall".
    Is there some other method of stopping the velocity when
    colliding, without freezing the object in place?

    I changed the = manspeed to = manspeed +1 and now the avatar
    is now "moonwalking"???
    for (i=1;i<49;i++){
    the_wall = this["brick_mc"+i];
    if(Key.isDown(Key.LEFT) &&
    avatar_mc.body_mc.hitTest(the_wall)){
    avatar_mc._x += manspeed +1;
    if(Key.isDown(Key.RIGHT) &&
    avatar_mc.body_mc.hitTest(the_wall)){
    avatar_mc._x -= manspeed +1;
    if(Key.isDown(Key.DOWN) &&
    avatar_mc.body_mc.hitTest(the_wall)){
    avatar_mc._y -= manspeed +1;
    if(Key.isDown(Key.UP) &&
    avatar_mc.body_mc.hitTest(the_wall)){
    avatar_mc._y += manspeed +1;
    }

  • Good collision detection?

    I have been looking into quadtrees since it is a way to detect collisions. Is there another better way to do this? My game also has a system of sorting sprites in an array based on there relative locations on the map. ie: my character can appear in front of a tree or behind it. I have a complex system to do this which tests polygons however I was wondering if there is an expert way to do this.

    well my tank game has two levels of collision detection. Well, I guess in a way it handles all the items in 3 levels.
    First level, I have a Vector storing the items on the screen. They're only evaluated in any way if they're in the Vector. I refresh that vector every 10 frames by testing all the objects in the game to see if they're in a rectangle that surrounds the screen.
    After that, to check collisions I have a simple distance formula check that finds the distance between the centers of two objects (ie. bullet and tank) and compares them to the sum of the largest dimensions (width for both) to see if they're close enough to collide.
    If that check returns true, it calls a third level of collision checking. This check intersects the areas I've created from polygons that outline my objects. This way even if they're rotated in any way, the check only returns true if there's an honest to goodness real accurate collision. This check takes much longer than the previous one, but since it has the first check behind it, this check isn't called very often.

  • Collision Detections in Tilemaps

    I need some help with collision detection with tilemaps. I have the following code for the tilemap:
    import java.awt.*;
    public class TileMap {
         final int EMPTY = 0;
         final int WALL = 1;
         private static final int WIDTH = 30;
         private static final int HEIGHT = 40;
         public static final int TILE_SIZE = 15;
         private int[][] map = new int[WIDTH][HEIGHT];
         public TileMap() {
              for (int i=0;i<HEIGHT;i++) {
                   map[0] = WALL;
                   map[29][i] = WALL;     
              for (int i=0;i<WIDTH;i++) {     
                   map[i][0] = WALL;
                   map[i][39] = WALL;
         public void paint(Graphics g) {
              for (int x=0;x<WIDTH;x++) {
                   for (int y=0;y<HEIGHT;y++) {
                        if (map[x][y] == WALL) {
                             g.setColor(Color.RED);
                             g.fillRect(x*TILE_SIZE,y*TILE_SIZE,TILE_SIZE,TILE_SIZE);
    Im finding it hard to find a good tutorial on simple collision detection. Can anyone explain how i would work out some simple collision detection. For example, lets say there is one sprite, how would i figure out which tile the sprite is on? How would i detect the next sprite? Just need the concept.
    Thanks very much.
    Edited by: Java_Jenius on Jun 28, 2009 8:34 PM                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                       

    Take a look at http://www.13thmonkey.org/~boris/jgame/ for example.
    It is an open source gaming engine and features sprites and collision detection.

  • Managing multiple collision detection between objects(not necessarily circles)

    Hi.
    I´d like to know if there´s any good tutorial, or if somebody knows, a way, to manage a multiple collision detection with pixel level detection, for objects, not necessarily circles, irregular objects.
    Any help?

    Yes, and what about the speeds of each object?
    I was thinking something like this:
    var  _currentObj1SpeedX = obj1.speedX
    var  _currentObj1SpeedY = obj1.speedY
    obj1.speedX = obj1.speedX - obj2.speedX
    obj1.speedY = obj1.speedY - obj2.speedY
    obj2.speedX = obj2.speedX -  _currentObj1SpeedX
    obj2.speedY = obj2.speedY -  _currentObj1SpeedY
    Is it right?

  • [as1, as2] Complex Collision Detection, part 2

    Hello.
    I´d like to know, if there´s another way, not being the gskinner´s class, to
    do a complex collision detection, one that can check for collision between,
    two irregular shapes, without using too much of the processor.
    Thank you.

    You mean the bitmap data hittest method took too much processor power?
    Without knowing all your details it is hard to tailor an exact system and how it should work. So here is somewhat of how I would do it.
    I am assuming that you are trying to check if many things are hitting many other things and that the shapes, while irregular, are not wildly divergent from their bounding box. (In otherwords that they are neat shapes that are at least close to their bounding box, perhaps filling some 70% or so.) And I'm also assuming that they are not complex paths, e.g., not a doughnut/torus.
    Be sure to use a double loop that only tests the correct number of pairs. So if there are n items you will need n*(n-1)/2 trials. NOT n*(n-1). Very important here. Of course even this approach is a bit inefficient, and you could try the RDC algorithm (http://lab.polygonal.de/articles/recursive-dimensional-clustering/) But for smallish numbers of items the first approach is probably suitable.
    Use the basic bounding box hittest on all the pairs. For the pairs where there is a hit at that level put them in an array for further processing. This test is fairly quick and there is no point using a more expensive test on each pair. (As to the above RDC, I haven't read the whole thing closely for awhile, so this step might already be part of that algorithm)
    Take that array and use one of the other methods like the bitmap hittest or some version of the same algorithm of gskinners.
    Did you do all three of these things together or just #3? I don't know exactly how much speed you need, but some combination of these things should work fairly well.
    I'm still not really clear on why you don't want to use gskinner's class. Have you tried it and does it provide enough speed? Did you try kglad's method? Did it provide enough speed? I don't think either of those people would mind you trying out their algorithms to learn from -- just to see what is possible. (Sorry if I'm misrepresenting you there kglad! I plan to go back and find that bit of code just to see what clever tricks you are up to. )
    If you can't get enough speed with those algorithms, then how are you sure that is where the problem lies? Maybe there is something else that is sucking cycles? Just a thought.
    The other choice is to simplify some of your shapes to circles or other regular shapes.

  • Tile Based Collision Detection

    I am following Tonypa's Tile Based Tutorials and I have to
    say, they are great. He covers everything needed, except for one
    thing I am troubled on - Refering to Tutorial 9,
    http://www.tonypa.pri.ee/tbw/tut09.html,
    Stupid Enemy, instead of an enemy I want to make this a NPC who
    walks around in a village. So what do I do to make it so that I, or
    the char, doesn't walk right over the enemy/NPC? I am trying to
    develop an RPG, and it would look silly to have the character walk
    on top of the NPC. Can someone provided a snippet on how to make a
    collision detection with the NPC and not walk on top/under the NPC?
    One last favor to ask: What if I want to talk to the NPC if I
    am within a half tile? Would anyone be willing to share info on how
    this as well?
    Thanks a bunch in advance

    Ok, let me see if I get the read correct here: you have your scenery objects as tiles and when moving your players/NPC's through the scenery you are not scrolling the background as you go, but when you get to s certain point you want to scroll the tiles of the background also, so you can have new scenery cycle in as needed an still have the tiled background objects and new tiled background objects work for collision detection.
    If my take on your project is correct, then you have to make your tiles addressed with relative addressing formulas as you'll probably need to do with your sprites also.
    So the way this will go is that you have to make an offset and add them into your formula based on your character position. Then based on your character position you can choose to scroll your tiles left, right, up, down or what ever you choose to support. As a tile falls fully off the screen, you can dispose of it or cycle back through depending on how you implement your background.

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