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(02-03-2023, 05:54 PM)OldMoses Wrote: Thanks, I am working on a way to get the larger spider to chase the smaller one after a collision, but there seems to be a tendency for the two to get stuck and oscillate back and forth in one place. A bit of a head scratcher...
Yeah, I've been scratching my head with that since first Pixel Collision app. Remember originally I reacted to only 3 out of 10 collisions to cease such stuckedness.
b = b + ...
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With some slight modifications I got them to chase. Sometimes it's the big spider that chickens out, which I take to be a function of which one is being checked for collision first in the loop.
Code: (Select All) OPTION _EXPLICIT
_TITLE "Spiders refactored Collision Experiment" 'b+ 2023-01-28 !!! Speaker volume around 20 maybe! !!!
' Experiment is to only change direction of spider that bumps into another (first) not both spiders
' I want to see I can avoid pile ups that way instead of changing directions 30% of time.
' Yes! I luv the spinning spiders and 100% reactions to collisions by 1 spider at least
' !!!!!!!!!!!!!!!!!!! Escape to Quit !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
RANDOMIZE TIMER
DIM SHARED xmax AS INTEGER, ymax AS INTEGER
xmax = _DESKTOPWIDTH
ymax = _DESKTOPHEIGHT
CONST nSpinners = 30
TYPE Vec2
x AS SINGLE
y AS SINGLE
END TYPE
TYPE SpinnerType
p AS Vec2
d AS Vec2
'a AS SINGLE
sz AS SINGLE
c AS _UNSIGNED LONG
END TYPE
DIM SHARED s(1 TO nSpinners) AS SpinnerType
TYPE boxType ' for PixelCollison&
AS SINGLE dx, dy
'AS Vec2 d
AS LONG img, x, y, w, h
c AS _UNSIGNED LONG
END TYPE
'DIM power1
DIM AS LONG i, j, iImg, jImg, lc, i2, sc, intx, inty
DIM AS boxType sIo, sJo
sc = _SCREENIMAGE
SCREEN _NEWIMAGE(xmax, ymax, 32)
_FULLSCREEN
FOR i = 1 TO nSpinners
newSpinner i
NEXT
i2 = 1
WHILE INKEY$ <> CHR$(27)
_PUTIMAGE , sc, 0
lc = lc + 1
IF lc MOD 100 = 99 THEN
lc = 0
IF i2 < nSpinners THEN i2 = i2 + 1
END IF
FOR i = 1 TO i2
'ready for collision check
' max sz = .75 which needs 140 x 140 image square +++++++++++++++++++++++++
iImg = _NEWIMAGE(140, 140, 32)
_DEST iImg
drawSpinner iImg, 70, 70, s(i).sz, _ATAN2(s(i).d.y, s(i).d.x), s(i).c
_DEST 0
sIo.x = s(i).p.x - 70
sIo.y = s(i).p.y - 70
sIo.w = 140
sIo.h = 140
sIo.img = iImg ' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++
's(i).a = _ATAN2(s(i).d.y, s(i).d.x)
'power1 = _HYPOT(s(i).d.x, s(i).d.y) '(s(i).dx ^ 2 + s(i).dy ^ 2) ^ .5
'imoved = 0
FOR j = i + 1 TO i2
' max sz = .75 which needs 140 x 140 image square +++++++++++++++++++++
jImg = _NEWIMAGE(140, 140, 32)
_DEST jImg
drawSpinner jImg, 70, 70, s(j).sz, _ATAN2(s(j).d.y, s(j).d.x), s(j).c
_DEST 0
sJo.x = s(j).p.x - 70
sJo.y = s(j).p.y - 70
sJo.w = 140
sJo.h = 140
sJo.img = jImg
IF PixelCollision&(sIo, sJo, intx, inty) THEN '+++++++++++++++++++++++++++++++++++++++
SOUND RND * 5000 + 1000, .1 * RND
's(i).a = s(i).a + _PI(.33) ' turn 30 degrees
's(i).d.x = power1 * COS(s(i).a) 'update dx, dy
's(i).d.y = power1 * SIN(s(i).a)
DIM sep AS Vec2
sep = s(i).p: R2_Add sep, s(j).p, -1 'separation vector between spiders
R2_Norm s(i).d, sep, R2_Mag(s(j).d) + 1 'set displacement to separation vector
R2_Add s(i).p, s(i).d, s(j).sz * 2 'add 3x displacement "jump" to position
IF s(j).sz > s(i).sz THEN R2_Norm s(j).d, sep, R2_Mag(s(j).d)
EXIT FOR
END IF
_FREEIMAGE jImg
NEXT
R2_Add s(i).p, s(i).d, 1
IF s(i).p.x < -100 OR s(i).p.x > xmax + 100 OR s(i).p.y < -100 OR s(i).p.y > ymax + 100 THEN newSpinner i
_PUTIMAGE (s(i).p.x - 70, s(i).p.y - 70), iImg, 0
_FREEIMAGE iImg
NEXT
_DISPLAY
_LIMIT 15
WEND
SUB newSpinner (i AS INTEGER) 'set Spinners dimensions start angles, color?
DIM r
s(i).sz = RND * .25 + .5
IF RND < .5 THEN r = -1 ELSE r = 1
s(i).d.x = (s(i).sz * RND * 8) * r * 2 + 2: s(i).d.y = (s(i).sz * RND * 8) * r * 2 + 2
r = INT(RND * 4)
SELECT CASE r
CASE 0: s(i).p.x = RND * (xmax - 120) + 60: s(i).p.y = 0: IF s(i).d.y < 0 THEN s(i).d.y = -s(i).d.y
CASE 1: s(i).p.x = RND * (xmax - 120) + 60: s(i).p.y = ymax: IF s(i).d.y > 0 THEN s(i).d.y = -s(i).d.y
CASE 2: s(i).p.x = 0: s(i).p.y = RND * (ymax - 120) + 60: IF s(i).d.x < 0 THEN s(i).d.x = -s(i).d.x
CASE 3: s(i).p.x = xmax: s(i).p.y = RND * (ymax - 120) + 60: IF s(i).d.x > 0 THEN s(i).d.x = -s(i).d.x
END SELECT
r = RND * 100 + 40
s(i).c = _RGB32(r, .5 * RND * r, RND * .25 * r)
END SUB
SUB drawSpinner (idest&, x AS INTEGER, y AS INTEGER, scale AS SINGLE, heading AS SINGLE, c AS _UNSIGNED LONG)
DIM x1, x2, x3, x4, y1, y2, y3, y4, r, a, a1, a2, lg, d, rd, red, blue, green
STATIC switch AS INTEGER
switch = switch + 2
switch = switch MOD 16 + 1
red = _RED32(c): green = _GREEN32(c): blue = _BLUE32(c)
r = 10 * scale
x1 = x + r * COS(heading): y1 = y + r * SIN(heading)
r = 2 * r 'lg lengths
FOR lg = 1 TO 8
IF lg < 5 THEN
a = heading + .9 * lg * _PI(1 / 5) + (lg = switch) * _PI(1 / 10)
ELSE
a = heading - .9 * (lg - 4) * _PI(1 / 5) - (lg = switch) * _PI(1 / 10)
END IF
x2 = x1 + r * COS(a): y2 = y1 + r * SIN(a)
drawLink idest&, x1, y1, 3 * scale, x2, y2, 2 * scale, _RGB32(red + 20, green + 10, blue + 5)
IF lg = 1 OR lg = 2 OR lg = 7 OR lg = 8 THEN d = -1 ELSE d = 1
a1 = a + d * _PI(1 / 12)
x3 = x2 + r * 1.5 * COS(a1): y3 = y2 + r * 1.5 * SIN(a1)
drawLink idest&, x2, y2, 2 * scale, x3, y3, scale, _RGB32(red + 35, green + 17, blue + 8)
rd = INT(RND * 8) + 1
a2 = a1 + d * _PI(1 / 8) * rd / 8
x4 = x3 + r * 1.5 * COS(a2): y4 = y3 + r * 1.5 * SIN(a2)
drawLink idest&, x3, y3, scale, x4, y4, scale, _RGB32(red + 50, green + 25, blue + 12)
NEXT
r = r * .5
fcirc x1, y1, r, _RGB32(red - 20, green - 10, blue - 5)
x2 = x1 + (r + 1) * COS(heading - _PI(1 / 12)): y2 = y1 + (r + 1) * SIN(heading - _PI(1 / 12))
fcirc x2, y2, r * .2, &HFF000000
x2 = x1 + (r + 1) * COS(heading + _PI(1 / 12)): y2 = y1 + (r + 1) * SIN(heading + _PI(1 / 12))
fcirc x2, y2, r * .2, &HFF000000
r = r * 2
x1 = x + r * .9 * COS(heading + _PI): y1 = y + r * .9 * SIN(heading + _PI)
TiltedEllipseFill idest&, x1, y1, r, .7 * r, heading + _PI, _RGB32(red, green, blue)
END SUB
SUB drawLink (idest&, x1, y1, r1, x2, y2, r2, c AS _UNSIGNED LONG)
DIM a, a1, a2, x3, x4, x5, x6, y3, y4, y5, y6
a = _ATAN2(y2 - y1, x2 - x1)
a1 = a + _PI(1 / 2)
a2 = a - _PI(1 / 2)
x3 = x1 + r1 * COS(a1): y3 = y1 + r1 * SIN(a1)
x4 = x1 + r1 * COS(a2): y4 = y1 + r1 * SIN(a2)
x5 = x2 + r2 * COS(a1): y5 = y2 + r2 * SIN(a1)
x6 = x2 + r2 * COS(a2): y6 = y2 + r2 * SIN(a2)
fquad idest&, x3, y3, x4, y4, x5, y5, x6, y6, c
fcirc x1, y1, r1, c
fcirc x2, y2, r2, c
END SUB
'need 4 non linear points (not all on 1 line) list them clockwise so x2, y2 is opposite of x4, y4
SUB fquad (idest&, x1 AS INTEGER, y1 AS INTEGER, x2 AS INTEGER, y2 AS INTEGER, x3 AS INTEGER, y3 AS INTEGER, x4 AS INTEGER, y4 AS INTEGER, c AS _UNSIGNED LONG)
ftri idest&, x1, y1, x2, y2, x4, y4, c
ftri idest&, x3, y3, x4, y4, x1, y1, c
END SUB
SUB ftri (idest&, x1, y1, x2, y2, x3, y3, K AS _UNSIGNED LONG)
DIM a&
a& = _NEWIMAGE(1, 1, 32)
_DEST a&
PSET (0, 0), K
_DEST idest&
_MAPTRIANGLE _SEAMLESS(0, 0)-(0, 0)-(0, 0), a& TO(x1, y1)-(x2, y2)-(x3, y3)
_FREEIMAGE a& '<<< this is important!
END SUB
SUB fcirc (CX AS INTEGER, CY AS INTEGER, R AS INTEGER, C AS _UNSIGNED LONG)
DIM Radius AS INTEGER, RadiusError AS INTEGER
DIM X AS INTEGER, Y AS INTEGER
Radius = ABS(R): RadiusError = -Radius: X = Radius: Y = 0
IF Radius = 0 THEN PSET (CX, CY), C: EXIT SUB
LINE (CX - X, CY)-(CX + X, CY), C, BF
WHILE X > Y
RadiusError = RadiusError + Y * 2 + 1
IF RadiusError >= 0 THEN
IF X <> Y + 1 THEN
LINE (CX - Y, CY - X)-(CX + Y, CY - X), C, BF
LINE (CX - Y, CY + X)-(CX + Y, CY + X), C, BF
END IF
X = X - 1
RadiusError = RadiusError - X * 2
END IF
Y = Y + 1
LINE (CX - X, CY - Y)-(CX + X, CY - Y), C, BF
LINE (CX - X, CY + Y)-(CX + X, CY + Y), C, BF
WEND
END SUB
SUB TiltedEllipseFill (destHandle&, x0, y0, a, b, ang, c AS _UNSIGNED LONG)
DIM TEmax AS INTEGER, mx2 AS INTEGER, i AS INTEGER, j AS INTEGER, k AS SINGLE, lasti AS SINGLE, lastj AS SINGLE
DIM prc AS _UNSIGNED LONG, tef AS LONG
prc = _RGB32(255, 255, 255, 255)
IF a > b THEN TEmax = a + 1 ELSE TEmax = b + 1
mx2 = TEmax + TEmax
tef = _NEWIMAGE(mx2, mx2)
_DEST tef
_SOURCE tef 'point wont read without this!
FOR k = 0 TO 6.2832 + .05 STEP .1
i = TEmax + a * COS(k) * COS(ang) + b * SIN(k) * SIN(ang)
j = TEmax + a * COS(k) * SIN(ang) - b * SIN(k) * COS(ang)
IF k <> 0 THEN
LINE (lasti, lastj)-(i, j), prc
ELSE
PSET (i, j), prc
END IF
lasti = i: lastj = j
NEXT
DIM xleft(mx2) AS INTEGER, xright(mx2) AS INTEGER, x AS INTEGER, y AS INTEGER
FOR y = 0 TO mx2
x = 0
WHILE POINT(x, y) <> prc AND x < mx2
x = x + 1
WEND
xleft(y) = x
WHILE POINT(x, y) = prc AND x < mx2
x = x + 1
WEND
WHILE POINT(x, y) <> prc AND x < mx2
x = x + 1
WEND
IF x = mx2 THEN xright(y) = xleft(y) ELSE xright(y) = x
NEXT
_DEST destHandle&
FOR y = 0 TO mx2
IF xleft(y) <> mx2 THEN LINE (xleft(y) + x0 - TEmax, y + y0 - TEmax)-(xright(y) + x0 - TEmax, y + y0 - TEmax), c, BF
NEXT
_FREEIMAGE tef
END SUB
'Function PixelCollide (Obj1 As TypeSPRITE, Obj2 As TypeSPRITE, Intersect As TypePOINT)
' '--------------------------------------------------------------------------------------------------------
' '- Checks for pixel perfect collision between two rectangular areas. -
' '- Returns -1 if in collision -
' '- Returns 0 if no collision -
' '- -
' '- obj1 - rectangle 1 coordinates -
' '- obj2 - rectangle 2 coordinates -
' '---------------------------------------------------------------------
' Dim x%, y%
' Dim x1%, y1% ' upper left x,y coordinate of rectangular collision area
' Dim x2%, y2% ' lower right x,y coordinate of rectangular collision area
' Dim Test1& ' overlap image 1 to test for collision
' Dim Test2& ' overlap image 2 to test for collision
' Dim Hit% ' -1 (TRUE) if a collision occurs, 0 (FALSE) otherwise
' Dim Osource& ' original source image handle
' Dim p1~& ' alpha value of pixel on image 1
' Dim p2~& ' alpha value of pixel on image 2
' Obj1.x2 = Obj1.x1 + _Width(Obj1.image) - 1 ' calculate lower right x,y coordinates of both objects
' Obj1.y2 = Obj1.y1 + _Height(Obj1.image) - 1
' Obj2.x2 = Obj2.x1 + _Width(Obj2.image) - 1
' Obj2.y2 = Obj2.y1 + _Height(Obj2.image) - 1
' Hit% = 0 ' assume no collision
' '+-------------------------------------+
' '| perform rectangular collision check |
' '+-------------------------------------+
' If Obj1.x2 >= Obj2.x1 Then ' rect 1 lower right X >= rect 2 upper left X ?
' If Obj1.x1 <= Obj2.x2 Then ' rect 1 upper left X <= rect 2 lower right X ?
' If Obj1.y2 >= Obj2.y1 Then ' rect 1 lower right Y >= rect 2 upper left Y ?
' If Obj1.y1 <= Obj2.y2 Then ' rect 1 upper left Y <= rect 2 lower right Y ?
' '+-----------------------------------------------------------------------+
' '| rectangular collision detected, perform pixel perfect collision check |
' '+-----------------------------------------------------------------------+
' If Obj2.x1 <= Obj1.x1 Then x1% = Obj1.x1 Else x1% = Obj2.x1 ' calculate overlapping coordinates
' If Obj2.y1 <= Obj1.y1 Then y1% = Obj1.y1 Else y1% = Obj2.y1
' If Obj2.x2 <= Obj1.x2 Then x2% = Obj2.x2 Else x2% = Obj1.x2
' If Obj2.y2 <= Obj1.y2 Then y2% = Obj2.y2 Else y2% = Obj1.y2
' Test1& = _NewImage(x2% - x1% + 1, y2% - y1% + 1, 32) ' make overlap image of object 1
' Test2& = _NewImage(x2% - x1% + 1, y2% - y1% + 1, 32) ' make overlap image of object 2
' _PutImage (-(x1% - Obj1.x1), -(y1% - Obj1.y1)), Obj1.image, Test1& ' place overlap area of object 1
' _PutImage (-(x1% - Obj2.x1), -(y1% - Obj2.y1)), Obj2.image, Test2& ' place overlap area of object 2
' x% = 0 ' reset overlap area coordinate counters
' y% = 0
' Osource& = _Source ' remember calling source
' Do ' begin pixel collide loop
' _Source Test1& ' read from image 1
' p1~& = _Alpha32(Point(x%, y%)) ' get alpha level of pixel
' _Source Test2& ' read from image 2
' p2~& = _Alpha32(Point(x%, y%)) ' get alpha level of pixel
' If (p1~& <> 0) And (p2~& <> 0) Then ' are both pixels transparent?
' Hit% = -1 ' no, there must be a collision
' Intersect.x = x1% + x% ' return collision coordinates
' Intersect.y = y1% + y% '
' End If
' x% = x% + 1 ' increment column counter
' If x% > _Width(Test1&) - 1 Then ' beyond last column?
' x% = 0 ' yes, reset x
' y% = y% + 1 ' increment row counter
' End If
' Loop Until y% > _Height(Test1&) - 1 Or Hit% ' leave when last row or collision detected
' _Source Osource& ' restore calling source
' _FreeImage Test1& ' remove temporary image from RAM
' _FreeImage Test2&
' End If
' End If
' End If
' End If
' PixelCollide = Hit% ' return result of collision check
'End Function
FUNCTION BoxCollision% (b1x, b1y, b1w, b1h, b2x, b2y, b2w, b2h)
' x, y represent the box left most x and top most y
' w, h represent the box width and height which is the usual way sprites / tiles / images are described
' such that boxbottom = by + bh
' and boxright = bx + bw
IF (b1y + b1h < b2y) OR (b1y > b2y + b2h) OR (b1x > b2x + b2w) OR (b1x + b1w < b2x) THEN
BoxCollision% = 0
ELSE
BoxCollision% = -1
END IF
END FUNCTION
' this needs max, min functions as well as BoxCollision%
SUB Intersect2Boxes (b1x, b1y, b1w, b1h, b2x, b2y, b2w, b2h, bix AS LONG, biy AS LONG, biw AS LONG, bih AS LONG)
IF b2x >= b1x AND b2x <= b1x + b1w AND b2y >= b1y AND b2y <= b1y + b1h THEN 'top left corner in 2nd box
bix = b2x: biy = b2y
IF b2x + b2w <= b1x + b1w THEN biw = b2w ELSE biw = b1x + b1w - b2x
IF b2y + b2h <= b1y + b1h THEN bih = b2h ELSE bih = b1y + b1h - b2y
ELSEIF b2x >= b1x AND b2x <= b1x + b1w AND b2y + b2h >= b1y AND b2y + b2h <= b1y + b1h THEN 'bottom left corner of 2nd box in first
bix = b2x
IF b2x + b2w <= b1x + b1w THEN biw = b2w ELSE biw = b1x + b1w - b2x
IF b2y <= b1y THEN biy = b1y: bih = b2y + b2h - b1y ELSE biy = b2y: bih = b2h
ELSEIF b2x + b2w >= b1x AND b2x + b2w <= b1x + b1w AND b2y >= b1y AND b2y <= b1y + b1h THEN 'right top corner 2nd box in first
IF b2x >= b1x THEN bix = b2x: biw = b2w ELSE bix = b1x: biw = b2x + b2w - b1x
biy = b2y
IF b2y + b2h <= b1y + b1h THEN bih = b2h ELSE bih = b1y + b1h - b2y
ELSEIF b2x + b2w >= b1x AND b2x + b2w <= b1x + b1w AND b2y + b2h >= b1y AND b2y + b2h <= b1y + b1h THEN 'left bottom corners in first box
IF b2x >= b1x THEN bix = b2x: biw = b2w ELSE bix = b1x: biw = b2x + b2w - b1x
IF b2y >= b1y THEN biy = b2y: bih = b2h ELSE biy = b1y: bih = b2y + b2h - b1y
ELSEIF BoxCollision%(b1x, b1y, b1w, b1h, b2x, b2y, b2w, b2h) THEN
bix = max(b1x, b2x): biy = max(b1y, b2y)
biw = min(b1x + b1w, b2x + b2w) - bix: bih = min(b1y + b1h, b2y + b2h) - biy
ELSE 'no intersect
bix = -1: biy = -1: biw = 0: bih = 0
END IF
END SUB
FUNCTION max (a, b)
IF a > b THEN max = a ELSE max = b
END FUNCTION
FUNCTION min (a, b)
IF a < b THEN min = a ELSE min = b
END FUNCTION
' this sub needs Intersect2Boxes which uses max, min, and BoxCollision Functions
FUNCTION PixelCollision& (img1 AS boxType, img2 AS boxType, intx AS LONG, inty AS LONG)
' boxType here needs at least an x, y, w, h and img
DIM AS LONG x, y, ix, iy, iw, ih
DIM AS _UNSIGNED LONG p1, p2
intx = -1: inty = -1 ' no collision set
Intersect2Boxes img1.x, img1.y, img1.w, img1.h, img2.x, img2.y, img2.w, img2.h, ix, iy, iw, ih
IF ix <> -1 THEN ' the boxes intersect
y = iy: x = ix
DO
_SOURCE img1.img
p1 = POINT(x - img1.x, y - img1.y) ' point minus img x, y location = location in image I hope
_SOURCE img2.img
p2 = POINT(x - img2.x, y - img2.y)
IF (p1 <> 0) AND (p2 <> 0) THEN
PixelCollision& = -1: intx = x: inty = y: EXIT FUNCTION
END IF
IF (x + 1) > (ix + iw - 1) THEN ' get rid of 2 slow For Loops
x = ix: y = y + 1
IF y >= (iy + ih - 1) THEN
_SOURCE 0: EXIT FUNCTION
ELSE
y = y + 1
END IF
ELSE
x = x + 1
END IF
LOOP
END IF
END FUNCTION
SUB R2_Add (re AS Vec2, se AS Vec2, m AS INTEGER)
re.x = re.x + se.x * m
re.y = re.y + se.y * m
END SUB 'R3_Add
SUB R2_Norm (re AS Vec2, v AS Vec2, scalar AS SINGLE)
DIM m!
DIM t AS Vec2 'if not using R2_Mag substitute: delete this line
t = v ' x! = v.x: y! = v.y
m! = R2_Mag!(t) ' m! = _HYPOT(x!, y!)
IF m! = 0 THEN
re.x = 0: re.y = 0
ELSE
re.x = (t.x / m!) * scalar 'if not using R2_Mag substitute: x! for t.x
re.y = (t.y / m!) * scalar ' y! for t.y
END IF
END SUB 'R2_Norm
FUNCTION R2_Mag! (v AS Vec2)
'--------------------------------------------------------------------------
'-Obtain the scalar magnitude of 2D vector (v) -
'--------------------------------------------------------------------------
R2_Mag! = _HYPOT(v.x, v.y)
END FUNCTION 'R2_Mag!
DO: LOOP: DO: LOOP
sha_na_na_na_na_na_na_na_na_na:
Posts: 3,963
Threads: 175
Joined: Apr 2022
Reputation:
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Who knew spiders would be fun to watch! I do see lines of 4 following each other and when they run into another gang they all get antsy!.
b = b + ...
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