Reputation: 39
I have two Entities, a Player and a Block. The player and the block are both squares. I want the player to stop moving when it runs into a block. I have some of the code done but it only work's for horizontal and I was wondering using my existing code if I can add a vertical collision part to it.
I need horizontal and vertical collisions because I need to know which way the player is hitting the block and on what side. This will help me determine if the X or Y velocity should be stopped when it is colliding into the block.
I have already done a lot of research on this topic but nothing really to simple and wasn't explained to well with the Slick2d's Rectangle object. If you have used Slick;s Shape classes you already know that it has a .intersect(Shape s) method. I already use this in my code to see if checking which side it is colliding into and stopping the player is necessary.
Here is the classes I think would be relative to see (If you need another class just ask).
Entity:
import org.newdawn.slick.GameContainer;
import org.newdawn.slick.Graphics;
import org.newdawn.slick.SlickException;
import org.newdawn.slick.geom.Shape;
import org.newdawn.slick.state.StateBasedGame;
public abstract class Entity {
private Shape shape;
private float velX = 0f, velY = 0f;
public Entity(Shape shape){
this.shape = shape;
}
//Get Methods
public Shape getShape(){ return shape; }
public float getVelocityX(){ return velX; }
public float getVelocityY(){ return velY; }
//Set Methods
public void setVelocityX(float velX){ this.velX = velX; }
public void setVelocityY(float velY){ this.velY = velY; }
protected abstract void onUpdate(GameContainer gc, StateBasedGame sbg, int d) throws SlickException;
protected abstract void onRender(GameContainer gc, StateBasedGame sbg, Graphics g) throws SlickException;
public void update(GameContainer gc, StateBasedGame sbg, int d) throws SlickException {
//Use velocity to change x and y.
this.shape.setX(shape.getX() + (velX * (float)d));
this.shape.setY(shape.getY() + (velY * (float)d));
onUpdate(gc, sbg, d);
}
public void render(GameContainer gc, StateBasedGame sbg, Graphics g) throws SlickException {
onRender(gc, sbg, g);
}
}
WorldEntity:
import org.newdawn.slick.geom.Shape;
public abstract class WorldEntity extends Entity{
private World world;
public WorldEntity(World world, Shape shape) {
super(shape);
this.world = world;
}
//Get Methods
public World getWorld(){ return world; }
public abstract boolean collidedWithEntity(Entity e);
public abstract void remove();
}
Block:
import org.newdawn.slick.Color;
import org.newdawn.slick.GameContainer;
import org.newdawn.slick.Graphics;
import org.newdawn.slick.Image;
import org.newdawn.slick.SlickException;
import org.newdawn.slick.geom.Rectangle;
import org.newdawn.slick.state.StateBasedGame;
public class Block extends WorldEntity{
private BlockType type;
public Block(World world, float x, float y, BlockType type) {
super(world, new Rectangle(x, y, 48, 48));
this.type = type;
}
//Get Methods
public Color getColor(){ return type.getColor(); }
public Image getTexture(){ return type.getTexture(); }
public boolean isSolid(){ return type.isSolid(); }
public BlockType getType(){ return type; }
@Override
public boolean collidedWithEntity(Entity e) {
return false;
}
@Override
protected void onUpdate(GameContainer gc, StateBasedGame sbg, int d) throws SlickException {
}
@Override
protected void onRender(GameContainer gc, StateBasedGame sbg, Graphics g) throws SlickException {
if(type.getTexture() != null){
if(type.getColor() != null){
g.drawImage(type.getTexture(), getShape().getX(), getShape().getX(), type.getColor());
}
else{
g.drawImage(type.getTexture(), getShape().getX(), getShape().getX());
}
}
else{
g.setColor(type.getColor());
g.fill(getShape());
}
}
@Override
public void remove() {
getWorld().getBlocks().remove(this);
}
}
Player:
import org.newdawn.slick.Color;
import org.newdawn.slick.GameContainer;
import org.newdawn.slick.Graphics;
import org.newdawn.slick.Input;
import org.newdawn.slick.SlickException;
import org.newdawn.slick.geom.Rectangle;
import org.newdawn.slick.geom.Shape;
import org.newdawn.slick.state.StateBasedGame;
import us.chrisix.coloroid.world.Block;
import us.chrisix.coloroid.world.Entity;
import us.chrisix.coloroid.world.World;
import us.chrisix.coloroid.world.WorldEntity;
public class Player extends WorldEntity{
private Color c;
private float speed = 0.3f;
public Player(World world, float x, float y, Color c) {
super(world, new Rectangle(x, y, 48, 48));
this.c = c;
}
public Color getColor(){ return c; }
@Override
public boolean collidedWithEntity(Entity e) {
if(e instanceof Block && e.getShape().intersects(getShape()) && ((Block) e).isSolid()){
Shape b = e.getShape();
Shape p = getShape();
if(b.getX() > p.getX()){
p.setX(b.getX() - 48.1f);
setVelocityX(0);
}
else if(b.getX() < p.getX()){
p.setX(b.getX() + 48.1f);
setVelocityX(0);
}
return true;
}
return false;
}
@Override
public void remove() {
}
@Override
protected void onUpdate(GameContainer gc, StateBasedGame sbg, int d) throws SlickException {
Input in = gc.getInput();
if(in.isKeyDown(Input.KEY_D)){
this.setVelocityX(speed);
}
else if(in.isKeyDown(Input.KEY_A)){
this.setVelocityX(-speed);
}
else{
this.setVelocityX(0);
}
if(in.isKeyDown(Input.KEY_W)){
this.setVelocityY(-speed);
}
else if(in.isKeyDown(Input.KEY_S)){
this.setVelocityY(speed);
}
else{
this.setVelocityY(0);
}
}
@Override
protected void onRender(GameContainer gc, StateBasedGame sbg, Graphics g) throws SlickException {
g.setColor(c);
g.fill(getShape());
g.setColor(Color.black);
g.draw(getShape());
g.draw(new Rectangle(getShape().getX() + 1, getShape().getY() + 1, 46, 46));
}
}
The part of code I hoping to just be imporved is the Player.collidedWithEntity(Entity e).
If you have any questions on how I worded things or on my code, I encourage you to ask for clarification. Thank you for taking the time to read this.
Upvotes: 0
Views: 810
Reputation: 39
I have solved the problem! I solved it by splitting the X and Y. Here is it broken down.
So now I have it colliding and sliding against the walls! Thanks for people who gave me the articles to read :)
Upvotes: 1