collision

mysql schedule collision data

ε祈祈猫儿з 提交于 2019-12-24 11:27:18
问题 I have schedule data course like below, how i can detect there was any data collision / clashing data on it? in mysql syntax +-----------+--------+--------+---------+-----------+----------+---------+--------+-------+ | IDCourse | Day | Class | Room | IDTeacher | Capacity | Residue | Begin | End | +-----------+--------+--------+---------+-----------+----------+---------+--------+-------+ | MI09BB11 | Monday | A | A.1.4 | RA | 40 | 1 | 08:00 | 10:00 | | MI09BB12 | Monday | A | A.1.4 | RA | 40 |

Removing items from ArrayList upon collision (Java)?

空扰寡人 提交于 2019-12-24 05:21:47
问题 As a preface, I have searched the forums but found nothing relating to my specific situation. I just started learning Java about a week ago, and this is my first foray into object oriented programming. I'm building a basic game (think somewhat like Space Invaders when it comes to mechanics). I have a "Projectile" class, a "FallingThings" class (which is the parent class to the classes I have for objects falling down (Money, Friend, Enemy)). Each projectile that is shot is stored in an

Removing items from ArrayList upon collision (Java)?

只谈情不闲聊 提交于 2019-12-24 05:21:28
问题 As a preface, I have searched the forums but found nothing relating to my specific situation. I just started learning Java about a week ago, and this is my first foray into object oriented programming. I'm building a basic game (think somewhat like Space Invaders when it comes to mechanics). I have a "Projectile" class, a "FallingThings" class (which is the parent class to the classes I have for objects falling down (Money, Friend, Enemy)). Each projectile that is shot is stored in an

Collision detection in pygame

一世执手 提交于 2019-12-24 04:29:10
问题 I wrote a little test to get a feeling for collision detection in pygame. My players moves properly and stop at the rock, where the collision shall happen, but when I reach the rock I can't move away again. Do you guys know why this is the case? This is my test code: import pygame import sys white = (255, 255, 255) black = ( 0, 0, 0) # Player class class Player(pygame.sprite.Sprite): def __init__(self): super().__init__() self.image = pygame.image.load('../foo.png') self.rect = self.image.get

How to avoid particles glitching together in an elastic particle collision simulator?

≡放荡痞女 提交于 2019-12-24 03:15:29
问题 Here is a short video in which can be seen that groups of two (maybe more) particles are glitched into each other. The source-code can be found here. And this is the code I use to calculate the collisions with: function collisionPhysics() { for (var i = 0; i < N - 1; ++i) { for (var j = i + 1; j < N; ++j) { var Dx = objects[j].x - objects[i].x; // Difference in X direction between objects[i] and objects[j]. var Dy = objects[j].y - objects[i].y; // Difference in Y direction between objects[i]

Sprite Kit Physics Assertion failed: (typeA == b2_dynamicBody || typeB == b2_dynamicBody)

喜你入骨 提交于 2019-12-24 01:57:42
问题 I am trying to make a game with fully IOS 7 features using SpriteKit including Physics. So when user tabs to the screen, I am throwing a ball through some other balls (which are not moving and I set dynamic=NO for these target balls). What I want to do is: Immadiately stop the ball (I am using resting=YES for this) Switching categoryBitMask and contactTestBit mask from throwing ball to target ball's category / contactBitMask Stopping dynamics for this ball. Everything is okay except one thing

Ball collision problems

雨燕双飞 提交于 2019-12-23 04:28:09
问题 So I have a system with colliding balls that generally works, except for when they collide with similar directions, less than 90 degrees apart. This is because the ball above tries to collide against the yellow line which is supposedly the collision plane, but it sends it off the wrong direction, and it "follows" the other ball. The general algorithm for the collision is: dot = direction.surface; parallel = surface * dot; perpendicular = direction - parallel; direction = perpendicular -

How do I create 2d object collision from every side(top,left,bottom,right) properly

霸气de小男生 提交于 2019-12-23 04:10:54
问题 Just adding this for the people not looking to read a whole bunch of text, at least read this and look at the picture to understand my question; I have collision set up between the "player" and "objects", so that when the "player" hits the "Left" of the "object" the "player" is put to the "Left" of the "object". (this is what i want). But I would like the player to be able to hit any side ("top","left","right","bottom") of the object and be placed appropriately. So looking at the image above,

Java hashtable with separate chaining collision resolution?

孤街浪徒 提交于 2019-12-22 12:18:48
问题 I have created a program using the built in java.util.hashtable but now I need to resolve collisions using separate chaining. Is it possible with this implementation of a hashtable? Is there one out there already implemented that uses separate chaining? 回答1: Looking at the source of the Hashtable implementation, it looks like it already uses separate chaining. If you look at the Entry<K,V> class starting at line 901, you'll see that it has a reference to another Entry named next . If you then

Collision Detection using Box2d(for Android)?

这一生的挚爱 提交于 2019-12-22 08:57:09
问题 Can someone explain the in what way works the collision detection using box2d for android. I cannot understand in what way works BBContactListener. BBContactListener listener = new BBContactListener(); world = new BBWorld(gravity, doSleep); world.SetContactListener(listener); How to use that listener? Should I extend standart to create my own or how? 回答1: I did not use box2d for android, but I think the idea is the same there. You have to implement contact processing methods. That's the way