Point and Rectangle collision/** * * @param x1 Point * @param y1 point * @param x2 rectangle View x * @param y2 rectangle View y * @param w Rectangle View Width * @param h Rectangle v Iew High * @return */public static boolean iscollsion (int x1, int y1, int x2, int y2, int w, int h) {if (X1 >= x2 am P X1 Rectangular collisions/** * Detects if two rectangles collide * @return */public boolean iscollsionwithrect (int x1, int y1, int w1, int h1, int
Math in libgdx encapsulates the polygon class, which is described by Multiple Fixed Points. During collision between objects, the object contour is sometimes irregular, at this time, we can use a polygon to outline its approximate contour and simulate it.
The polygon function includes the point contains function. Through this function, we can determine whether two changeable rows collide, that is, whether each point of two polygon is in another polygo
Collision detection of enemy and player bullets first:Code:Gamelayer . hvoid Gamelayer::update (float dt) {for (int i = 0; i This is the basic function of the game logic is finished, the following will be the main research under the bomb screen.Source: http://pan.baidu.com/s/1bntWUC3only Class and the ResourceAircraft War Development 04 bullet collision
A simple collision detection example to detect whether Div1 and div2 collide, when Div1 encounter div2, change the color of DIV2, see the test diagramTake a look at the analysis chart:
When div1 in the upper line of Div2 (T2) above the area activity, always can't touch
When div1 on the right side of the DIV2 (R2), it never touches
When div1 in the area below the bottom line of the Div2 (B2)
= Camera.main.ScreenPointToRay (input.mouseposition);//The ray from the camera to the click coordinates - Raycasthit Hitinfo; - intLayernum = Layermask.nametolayer ("Cube");//get the hierarchy number of the cube layer -Layermask mask =1//get the hierarchy value of cube - if(Input.getmousebuttondown (0)) - { in if(Physics.raycast (Transform.position, Transform.forward, outHitinfo, -, Mask.value))//detects only cube-level collisions. - { to Debug.L
Introduction
Using Osgutil::linesegmentintersector to do the line collision detection, the principle is to put the ball current position and the new position into the line and the box to do collision detection, if there is an intersection, it is not allowed to move the ball, recorded in this memo code
#include ". /com
In a collision detection class on the tink blog, the idea is to use the hitTestObject pre-judgment provided by flash to detect Collision Based on Pixel overlap.
Link: http://www.tink.ws/blog/as-30-hittest
The Code is as follows: package ws. tink. display{Importflash. display. BitmapData;Import flash. display. BlendMode;Import flash. display. DisplayObject;Import
I did collision detection of the package, first look at the example demo, looking at the package
function encapsulation
function Iscrash (obj1,obj2) {
var Boolcrash = true;//assumes that true is collision
var left1 = obj1.offsetleft;
var right1 = obj1.offsetleft + obj1.offsetwidth;
var top1 = obj1.offsettop;
var bottom
voidUpdate () {if(Input.getmousebutton (0)){ //The ray from the camera to the click coordinatesRay Ray =Camera.main.ScreenPointToRay (input.mouseposition); Raycasthit Hitinfo; if(Physics.raycast (Ray, outhitinfo)) { //To see the Ray, only in the scene viewDebug.drawline (Ray.origin,hitinfo.point); Gameobject Gameobj=HitInfo.collider.gameObject; Debug.Log ("Click Object Name is"+gameobj.name); //when the Ray collision target is
Cc.exports.LineCollideRect (Startline,endline,rect)--detection of collisions between vectors and rectangles--Get the four vertex positions of a rectangleLocal p = {CC.P (RECT.X,RECT.Y), CC.P (Rect.x + rect.width,rect.y), CC.P (Rect.x+rect.width,rect.y + rect.height), CC.P ( Rect.x,rect.y+rect.height)}Local bRight = Pointposinvector (startline,endline,p[1])--the first point of the record rectangle is on the left or right side of the RayFor i = 2,4 do--
Comments: Drag and drop a wall on the canvas, and use the arrow keys to control the movement of the top, bottom, and left polygon. When a wall is encountered, the following describes the problems to be solved and the specific implementation code, interested friends can learn to play gamesDrag and Drop the canvas to add a wall and use the arrow keys to control the movement of the polygon between top, bottom, and left. When a wall is displayed, the polygon cannot move forward.Problems to be Solved
no object inside the trigger, but the exit event is not emitted.My implementation is to use a time-of-use device that uses a synergistic program when triggering an incoming eventThen open the memory-time device,The implementation of this program is:IEnumerator Chacktarget () { bool iscontinue = true; while (iscontinue) { _chacknum-= time.deltatime; Yield return new waitforseconds (time.deltatime); if (_chacknumThe ontriggerstay detects th
functionHashTable () { This. Table =NewArray (137);//137--Official better set the value of the array size This. Betterhash =Betterhash; This. Showdistro =Showdistro; This. put =put; //This.get=get; } functionBetterhash (data) {varcons = 31;//This parameter is set to avoid collisions varTotal = 0; for(vari = 0; i i) { total+ = cons * Total +data.charcodeat (i); } Total= Total% This. Table.length; document.write ("Hash Value:" + Data + "+ total +" //Test if you have the sam
Collision detection for multiple small balls ~~~~~~~~~The entire code is as follows:M. _ visible = 0;Function setMc (m_width, w, h, speed ){Stage_w = w-m_width;Stage_h = h-m_width;For (I = 1; I M = m. duplicateMovieClip ("m" + I, I );M_x = m_width/2 + random (stage_w );M_y = m_width/2 + random (stage_h );If (I = 1 ){M. _ x = M_x;M. _ y = M_y;}If (I> 1 ){For (j = 1; j If (Math. sqrt (this ["m&
I personally think there are errors in this class, and these errors are concentrated in the last method getDrawMatrix (). Therefore, copy the source code and directly comment it out:
Protected static functiongetDrawMatrix (target: DisplayObject, hitRectangle: Rectangle, accurracy: Number): Matrix{Var localToGlobal: Point ;;Var matrix: Matrix;Var rootConcatenatedMatrix: Matrix = target. root. transform. concatenatedMatrix;// Although the following sentence implies an error, I like it very much. L
Modify the "Cocos2d-x sprite collision detection (method 1)" update function.
Use the sprite boundingBox function to obtain the direct sprite boundbox. You do not need to calculate the size of the sprite rectangle by yourself. It is also more precise. Then, call intersectsRect to calculate whether there is an intersection between the two sprite rectangles.
Code:
Void HelloWorld: update (float delta) {/
Using unityengine;using System.collections;public class Move:monobehaviour {gameobject go;//use this for initialization void Start () {go= gameobject.find ("C4"); Cubego.renderer.material.color = color.red named C4; Set its material to red}//update is called once per framevoid update () {//To detect in real time in each frame whether the keyboard is pressed and to control the direction of C4 movement via W, S, A, D keys if (Input.getkey (K EYCODE.W)) {go.transform.Translate (
Change the UPDATE function of "Cocos2d-x sprite collision detection (method 1.Use the sprite boundingbox function to obtain the direct sprite boundbox. You do not need to calculate the size of the sprite rectangle by yourself. It is also more precise than the limit. Then, call intersectsrect to calculate whether there is an intersection between the two sprite rectangles.Code:Void helloworld: Update (float d
The content source of this page is from Internet, which doesn't represent Alibaba Cloud's opinion;
products and services mentioned on that page don't have any relationship with Alibaba Cloud. If the
content of the page makes you feel confusing, please write us an email, we will handle the problem
within 5 days after receiving your email.
If you find any instances of plagiarism from the community, please send an email to:
info-contact@alibabacloud.com
and provide relevant evidence. A staff member will contact you within 5 working days.