2D Platformer Collision Problems With Both Axes

让人想犯罪 __ 提交于 2019-12-01 05:56:44

XNA's 2D platformer example uses tile-based collision as well. The way they handle it there is pretty simple and may useful for you. Here's a stripped down explanation of what's in there (removing the specific-to-their-demo stuff):

  1. After applying movement, it checks for collisions.
  2. It determines the tiles the player overlaps based on the player's bounding box.
  3. It iterates through all of those tiles...
    1. If the tile being checked isn't passable:
    2. It determines how far on the X and Y axes the player is overlapping the non-passable tile
    3. Collision is resolved only on the shallow axis:
      1. If Y is the shallow axis (abs(overlap.y) < abs(overlap.x)), position.y += overlap.y; likewise if X is the shallow axis.
      2. The bounding box is updated based on the position change
    4. Move on to the next tile...

It's in player.cs in the HandleCollisions() function if you grab the code and want to see what they specifically do there.

Yes. Vector based collision will be much better than tile based. Define each edge of a tile as lines (there are short cuts, but ignore them for now.) Now to see if a collision has occured, find the closest horizontal and vertical line. if you take the sign of lastPos.x * LineVector.y - lastPos.y * LineVector.x and compare that with thisTurnsPos.x * LineVector.y - ThisTurnsPos.y * LinePos.x. If the signs of those two values differ, you have crossed that line this tic. This doesn't check if you've crossed the end of a line segment though. You can form a dot product between the same lineVector and your curPosition (a little error here, but good enough probably) and it is either negative or greater than the line's magnitude squared, you aren't within that line segment and no collision has occured.

Now this is farily complex and you could probably get away with a simple grid check to see if you've crossed into another square's area. But! The advantage of doing it with vectors is it solves the moving faster than the size of the collision box problem and (more importantly), you can use non axis aligned lines for your collisions. This system works for any 2D vectors (and with a little massaging, 3D as well.) It also allows you slide your character along the edge of the collision box rather easily as well because you've already done 99% of the math needed to find where you are supposed to be after a collision.

I've glossed over a couple of implementation details, but I can tell that I've used the above method in countless commercial video games and it has worked like a charm. Good Luck!

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