Game collisions can be roughly divided into these categories1. The protagonist and the border collision, limiting the protagonist can not walk out of the phone screen outside.2. Collision with the physical layer, with the map of the House table chair and so on.3. The collision between the protagonist and the game character, here refers to NPC and so on.4. The
In the previous Silverlight, there was an hittest method that could be used to perform collision detection. But, older versions (pre 3.0) did have a hittest method! The hittest method cannot be used in silverlight4. So what should we do?
Next I will explain a foreign
Source code To let everyone know how to perform collision
Back to "flash Basic Theory Class-Catalog"
Distance Collision Detection
At the beginning of this section, we get rid of the built-in HitTest method, but the collision detection in our own hands. This is to use the distance between two objects to determine the collision occ
Collision Detection is often used in games. General game engines also carry their own collision detection classes, but sometimes they are not flexible. At this time, we hope we can customize some collision detection classes. Top T
In the game, often need to carry out collision detection, such as to determine whether the previous obstacles and whether the bullets hit the aircraft, are to detect whether two objects collide, and then according to the results of the test to make a different treatment. Collision detection of the object may be some sh
Collision detection can be divided into two categories: Collision Detection of objects and objects, and Collision Detection of objects and points.
To facilitate the test, first write a box class (generate a small rectangle)
Pa
equivalent to the two overlapping boxes which are first traversed in front of the container, which is the equivalent of touching the one. Leave the above issues behind, back to figure 1-1. As shown in Figure 1-1, the final thing to do is to find the intersection of the Ray and the near plane and the far plane according to the touch point on the screen, so that we can get the ray we need. In Cocos2d-x 3.3beta0, Ray represents the Ray class, which contains the starting point and the direction
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Dream come true XNA (7)-Collision Detection
Author: webabcd
IntroductionXNA: Collision Detection
Collision Detection Algorithm Using AABB (Axis Aligned Bounding Box)
Use the Rectangle class to
This article mainly introduces javascript packaging code for game development collision detection. For more information about how to use collision detection when developing Web games in JavaScript, it encapsulates two collision detection
When JavaScript develops a web game, it needs to use collision detection, which encapsulates two of rectangular and circular collision detection methods for easy development.
"Incidental case operation captures one""Note: No optimizations are done on the code"
Demo diagram
Role attack area
I used Python to write a game. Getting started with pygame (7): Collision Detection and pythonpygame
We have already completed most of the aircraft wars, but there is still no way to officially launch the game, because the bullets cannot be knocked out of the plane. Only after this is done can the game be basically formed.
Today's content is very simple, that is, the co
You can find many methods for rotating rectangular Collision Detection on the Internet.ArticleThis collision detection was analyzed: the OBB collision detection. This article is mainly to add some of its own analysis of the detail
In-game collision detection is divided into two stages: broad phase and narrow phase. The next thing to introduce is broad phase. At this stage of broad phase, our main task is to screen objects and filter out the objects that are most likely to collide .
Imagine that there are N objects on the screen, and if we have collision
Control and collision detection by genie
In the previous section, we learned how to plot, move, and implement animations. Finally, we implemented simple animations for the three rings. Today we learned how to control the genie through devices, the content in this section is relatively simple and easy to understand. Here I first paste all the code of the control genie to facilitate the next learning!
Using
In Unity3d, an object usually consists of a collider and a rigidbody. Collider is a collision body, an object is a collider, before collision detection can be carried out. When the "is Trigger" attribute item in the collider component is checked, the object becomes a collision detector. Objects have rigidbody componen
Today, I saw an article in csdn, writing the collision detection between the rectangle and the circle, learning from the author's detection ideas, I used it in the cocos2d-x.
Original article address: Click to open the link
The collision detection between rectangle and the
first, a new cube, which itself has its own Collider collider, as shown in Figure
To use trigger to detect object entry, you need to tick the IS trigger optionCollision detection trigger trigger is different from the collision detector collision, which can be unaffected by physical effects, some can penetrate the area of the
Label:A small demo of the collision, with a ball to hit a wall, the result of both the ball and the wall are set the rigid body and the collision body case, the ball through the wall. Moving the ball's position, the ball can sometimes pass through the wall, sometimes blocked by the wall.For the ball through the wall, the problem, in the Internet to find the answer, the basic can be determined that the reaso
1. Trigger trigger: Tick Istrigger PropertiesTrigger detection Occurs when the player has just entered the triggering areavoid Ontriggerenter (Collider other){if (Other.tag = = "Player"){Todo}}Trigger detection Occurs when the player is in the trigger areavoid Ontrigglestay (Collider other){if (Other.tag = = "Player"){Todo}}2. Collider collision: Without checkin
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