Rectangle Bounds Collision

From TRCCompSci - AQA Computer Science
Revision as of 11:21, 15 September 2017 by Admin (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

Introduction

The textures & images used within your game have a position, and create a rectangle from that position using the height and width of the image or texture. For walls or platforms this is fine because they tend to fit well with a rectangle, however it will create a poor game if you use this method for characters. For example the image below shows a collision when only the rectangle bounds are used:

Rectangle collision.gif

This is because the character with the sword has a transparent background which extends out beyond the other pixels, the same is true for the character in the suit.

Characters

I have declared the following Textures & 2 vectors to control the position of these:

        Texture2D enemy;
        Texture2D player;
        Vector2 ppos, epos;

In reality your project will probably create a class for player and a class for enemy. This will then include the texture, position and so on for your character. For simplicity and for the fear of giving you a complete player class definition, or to give you a complete collision detection method, I will show you how to check for a collision between two object by creating bounding rectangles and checking for an intersection.

In the Initialize method for the game I have set the position vectors for my player and enemy:

            ppos = new Vector2(0, 0);
            epos = new Vector2(300, 300);
            // Set a constant player move speed
            playerMoveSpeed = 8.0f;

Player Movement

I have already created the basic player movement:

            if (GamePad.GetState(PlayerIndex.One).Buttons.Back ==
                ButtonState.Pressed || Keyboard.GetState().IsKeyDown(
                Keys.Escape))
                Exit();

            // Save the previous state of the keyboardso we can determine single key presses
            previousKeyboardState = currentKeyboardState;

            // Read the current state of the keyboard and store it
            currentKeyboardState = Keyboard.GetState();

            if (currentKeyboardState.IsKeyDown(Keys.Left))
            {
                ppos.X -= playerMoveSpeed;
            }

            if (currentKeyboardState.IsKeyDown(Keys.Right))
            {
                ppos.X += playerMoveSpeed;
            }

            if (currentKeyboardState.IsKeyDown(Keys.Up))
            {
                ppos.Y -= playerMoveSpeed;
            }

            if (currentKeyboardState.IsKeyDown(Keys.Down))
            {
                ppos.Y += playerMoveSpeed;
            }

This is from the Update method. It will allow your player to move around, you can't have collisions if you can't move.

Create Player Rectangle

// Get bounds of enemy
            Rectangle playerRectangle = new Rectangle((int)ppos.X, (int)ppos.Y, player.Width, player.Height);

The (int) is an example of casting, this will convert the value ppos.X to an integer. The rectangle points are its X & Y (ie top right corner), and then the width and height are used to get the bottom left corner.

Create Enemy Rectangle

// Get bounds of enemy
            Rectangle enemyRectangle = new Rectangle((int)epos.X, (int)epos.Y, enemy.Width, enemy.Height);

This is the same as above except using the enemy.

Checking if they overlap

Now we have the 2 rectangles you can check if they are touching or overlap. This can be done by checking for intersection.

// Get bounds of enemy
            // Check bounds of enemy with player
            if (playerRectangle.Intersects(enemyRectangle))
            {
                  YOUR PROGRAM SHOULD DO SOMETHING HERE A COLLISION HAS HAPPENED
            }

My example altered the movement values changed before the collision detection:

// Get bounds of enemy
            // Check bounds of enemy with player
            if (playerRectangle.Intersects(enemyRectangle))
            {
                if (currentKeyboardState.IsKeyDown(Keys.Left))
                {
                    ppos.X += playerMoveSpeed;
                }

                if (currentKeyboardState.IsKeyDown(Keys.Right))
                {
                    ppos.X -= playerMoveSpeed;
                }

                if (currentKeyboardState.IsKeyDown(Keys.Up))
                {
                    ppos.Y += playerMoveSpeed;
                }

                if (currentKeyboardState.IsKeyDown(Keys.Down))
                {
                    ppos.Y -= playerMoveSpeed;
                }
            }