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collision detection

Started by June 21, 2002 01:45 PM
1 comment, last by hibiki_konzaki 22 years, 4 months ago
Yo, I'm making pong, and it's almost finished, exept my collision detecttion is messed up. It's detecting a collision with one paddle in the middle of the screen. I used some really wierd math (deltas, midpoints, etc.) and my friend said it was too complex, and I should think of another way to do it, but i can't think of another way to do it, so how do I detect a collision between RECTs? Hibiki Wheres the any key? [EDIT] Oh yea, using C++, DDraw7 and DInput8. [edited by - hibiki_konzaki on June 21, 2002 2:56:31 PM]
HibikiWheres the any key?www.geocities.com/dragongames123/home.html
find your elementat mutedfaith.com.<º>
win32 PointInRect()
or maybe it was ptinrect.. i dont remember, i''ve
written my own detection code since the last time i''ve
had to use it.


-eldee
;another space monkey;
[ Forced Evolution Studios ]

::evolve::

-eldee;another space monkey;[ Forced Evolution Studios ]
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>>so how do I detect a collision between RECTs?

( Out of my sprite lib. )


  short int Sprite_Rect_Collide  ( SPRITE *ptr, RECT rect ){  int left1, right1;  int top1, bottom1;  left1   = ptr -> x_pos;  right1  = ptr -> x_pos + ptr -> frame_width;       top1    = ptr -> y_pos;  bottom1 = ptr -> y_pos + ptr -> frame_height;    if ( bottom1 < rect.top    ) return (0);  if ( top1    > rect.bottom ) return (0);  if ( right1  < rect.left   ) return (0);  if ( left1   > rect.right  ) return (0); return(1);}// end Sprite_Rect_Collide  


P.S. Learned it from John Amato''s collision algos in the resources section. Great article.

Guy

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