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Angle Collisions
#74
Well I've had trouble with the random outer border, so I decided to try a fixed pattern for now.   Added frame splitting, so going past the line is kept to a minimum. This seems to make the ball stick every so often, so I need to adjust this.

Code: (Select All)
'vector reflection and line detection demo
'james2464

Dim Shared scx, scy As Integer
scx = 800: scy = 600
Screen _NewImage(scx, scy, 32)

Const PI = 3.141592654#
Randomize Timer

Dim Shared x, y, h, xv, yv, ndpx, ndpy, rx, ry, rt
Dim Shared cpa, cpb, a, b, a2, b2, sbx, sby

Dim Shared bg&
bg& = _NewImage(scx + 1, scy + 1, 32)


Dim Shared c(10) As Long
c(0) = _RGB(30, 30, 30)
c(1) = _RGB(255, 255, 255)
c(2) = _RGB(255, 255, 0)
c(3) = _RGB(255, 0, 0)
c(4) = _RGB(0, 255, 0)
c(5) = _RGB(0, 255, 255)
c(6) = _RGB(255, 0, 255)


Type fixedwall
    x1 As Integer
    x2 As Integer
    y1 As Integer
    y2 As Integer
    b As Integer
    bx1 As Integer
    bx2 As Integer
    by1 As Integer
    by2 As Integer
    xx As Single
    yy As Single
    wlen As Single
    nx As Single
    ny As Single
    sc As Single
End Type
Dim Shared w(50) As fixedwall




Dim Shared walltotal, ballrad

ballrad = 12 'ball radius
walltotal = 10

For t = 1 To walltotal
    w(t).b = ballrad + 2
Next t


w(1).x1 = 400: w(1).x2 = 456.1285: w(1).y1 = 50: w(1).y2 = 222.7458
w(2).x1 = 456.1285: w(2).x2 = 637.7641: w(2).y1 = 222.7458: w(2).y2 = 222.7458
w(3).x1 = 637.7641: w(3).x2 = 490.8178: w(3).y1 = 222.7458: w(3).y2 = 329.5085
w(4).x1 = 490.8178: w(4).x2 = 546.9463: w(4).y1 = 329.5085: w(4).y2 = 502.2542
w(5).x1 = 546.9463: w(5).x2 = 400: w(5).y1 = 502.2542: w(5).y2 = 395.4915
w(6).x1 = 400: w(6).x2 = 253.0537: w(6).y1 = 395.4915: w(6).y2 = 502.2542
w(7).x1 = 253.0537: w(7).x2 = 309.1822: w(7).y1 = 502.2542: w(7).y2 = 329.5085
w(8).x1 = 309.1822: w(8).x2 = 162.2359: w(8).y1 = 329.5085: w(8).y2 = 222.7458
w(9).x1 = 162.2359: w(9).x2 = 343.8715: w(9).y1 = 222.7458: w(9).y2 = 222.7458
w(10).x1 = 343.8715: w(10).x2 = 400: w(10).y1 = 222.7458: w(10).y2 = 50


wallsetup


_PutImage (1, 1)-(scx - 1, scy - 1), 0, bg&, (1, 1)-(scx - 1, scy - 1) 'take snapshot of screen


xv = 6. 'starting ball x velocity
yv = 2. 'starting ball y velocity
sbx = 400 'starting x position
sby = 300 'starting y position

flag = 0

Do

    _Limit 30
    Cls
    _PutImage (0, 0)-(scx, scy), bg&, 0 'draw background


    '=====================================================

    '_MouseHide


    sbx = sbx + xv
    sby = sby + yv
    If sbx > (scx - ballrad) Then
        xv = xv * -1
        t = sbx - (scx - ballrad)
        sbx = sbx - t
    End If
    If sby > (scy - ballrad) Then
        yv = yv * -1
        t = sby - (scy - ballrad)
        sby = sby - t
    End If
    If sbx < ballrad Then
        xv = xv * -1
        t = ballrad - sbx
        sbx = sbx + t
    End If
    If sby < ballrad Then
        yv = yv * -1
        t = ballrad - sby
        sby = sby + t
    End If




    '=====================================================
    rt = rectanglecheck 'early wall detection
    'Line (w(rt).x1, w(rt).y1)-(w(rt).x2, w(rt).y2), c(3) 'early detection (red)
    If rectanglecheck > 0 Then
        rt = nearestwall
        Line (w(rt).x1, w(rt).y1)-(w(rt).x2, w(rt).y2), c(4) 'nearest wall (green)
        framesplit
        reflect
    End If


    '=====================================================
    Circle (sbx, sby), (ballrad - 1), c(2) 'screen location of ball


    _Display
    If mouseclick2 = 1 Then flag = 1

Loop Until flag = 1

'==============================================================================
'==============================================================================
'==============================================================================
'==============================================================================
'==============================================================================
'==============================================================================
'==============================================================================
'==============================================================================
'==============================================================================
'==============================================================================
'==============================================================================

Function rectanglecheck
    rectanglecheck = 0
    ttt = 1
    While ttt <= walltotal
        If sbx >= w(ttt).bx1 Then
            If sbx <= w(ttt).bx2 Then
                If sby >= w(ttt).by1 Then
                    If sby <= w(ttt).by2 Then
                        rectanglecheck = ttt
                    End If
                End If
            End If
        End If
        ttt = ttt + 1
    Wend
End Function

Function nearestwall
    nearestwall = 0
    For ct = 1 To walltotal 'get each wall centerpoint distance from ball
        tdx = Abs(sbx - w(ct).xx)
        tdy = Abs(sby - w(ct).yy)
        w(ct).sc = _Hypot(tdx, tdy)
    Next ct
    'sort to find nearest wall
    lowscore = 500
    lowscorewall = 0
    For ct = 1 To walltotal
        If w(ct).sc < lowscore Then
            old = lowscore
            oldwall = lowscorewall
            lowscore = w(ct).sc
            lowscorewall = ct
        End If
    Next ct
    'faceoff between 2 closest walls
    'predict which will be closer after another frame of movement
    fsbx = sbx + xv
    fsby = sby + yv
    tdx = Abs(fsbx - w(oldwall).xx)
    tdy = Abs(fsby - w(oldwall).yy)
    fscoreold = _Hypot(tdx, tdy)
    tdx = Abs(fsbx - w(lowscorewall).xx)
    tdy = Abs(fsby - w(lowscorewall).yy)
    fscorelow = _Hypot(tdx, tdy)
    If fscoreold < fscorelow Then
        nearestwall = oldwall
    Else
        nearestwall = lowscorewall
    End If
End Function



Sub framesplit
    x = sbx - w(rt).xx: y = 0 - sby + w(rt).yy 'location relative to wall
    h = (_Hypot(-x, y))
    dx = -x * w(rt).ny * -1: dy = y * w(rt).nx: ndp = dx + dy


    If Abs(ndp) <= ballrad Then ' ball moved past the line
        overtheline = ballrad - Abs(ndp)
        spd = _Hypot(xv, yv)
        nxv = xv / spd: nyv = yv / spd
        oldsbx = sbx: oldsby = sby
        sbx = sbx - (overtheline * nxv) * .8
        sby = sby - (overtheline * nyv) * .8
    End If
    'check for endpoints distance
End Sub



Sub reflect
    x = sbx - w(rt).xx: y = 0 - sby + w(rt).yy 'location relative to wall
    h = (_Hypot(-x, y))
    dx = -x * w(rt).ny * -1: dy = y * w(rt).nx: ndp = dx + dy
    'dot product V.N - used to find distance of N
    ndpx = w(rt).ny * ndp
    ndpy = w(rt).nx * ndp
    'Line (w(rt).xx, w(rt).yy)-(w(rt).xx + ndpx, w(rt).yy - ndpy), c(5)

    'calculate point R
    th1 = _Atan2(-y, x) 'radian value of ball (point I)
    th2 = _Atan2(-ndpy, ndpx) 'radian value of line N
    thd = th1 - th2 'find difference
    th3 = th2 - thd 'subtract difference from line N
    rx = Cos(th3) * h: ry = Sin(th3) * h 'point R position - th3 * length of point I to collision point


    'angled wall
    a = w(rt).ny * w(rt).wlen
    b = w(rt).nx * w(rt).wlen
    a2 = a * -1: b2 = b * -1


    c(9) = c(1)

    'find length of line A
    segx = Abs(x - rx)
    segy = Abs((w(rt).yy - y) - (w(rt).yy + ry))
    sega = _Hypot(segx, segy)

    'find distance from point I to wall endpoints
    i2w1x = Abs(x - b)
    i2w1y = Abs(a + y)
    i2w2x = Abs(x + b)
    i2w2y = Abs(y - a)

    i2wh1 = _Hypot(i2w1x, i2w1y)
    i2wh2 = _Hypot(i2w2x, i2w2y)

    If i2wh1 < i2wh2 Then 'determine which end the ball is closer to
        i2ws = 1: i2w = i2wh1
    Else
        i2ws = 2: i2w = i2wh2
    End If


    If sega < (w(rt).wlen * 2) Then
        If Abs(ndp) <= ballrad Then '                                           *****  collision with side of the line  *****
            c(9) = c(3) 'if beside the wall, just check length of line N
            collisionpointa = w(rt).ny * (sega / 2)
            collisionpointb = w(rt).nx * (sega / 2)
            If i2ws = 1 Then
                cpa = w(rt).yy + collisionpointa: cpb = w(rt).xx + collisionpointb
            End If
            If i2ws = 2 Then
                cpa = w(rt).yy - collisionpointa: cpb = w(rt).xx - collisionpointb
            End If

            'Circle (cpb, cpa), 5, c(4) 'circle the collision point
            '_Display
            '_Delay .01
            sidecollisionvector
        End If
    Else
        If i2w <= ballrad Then '                                              *****  collision with endpoint of the line  *****
            c(9) = c(3)

            If i2ws = 1 Then
                cpa = w(rt).yy - a2: cpb = w(rt).xx + b
                endpointcollision1
            End If

            If i2ws = 2 Then
                cpa = w(rt).yy - a: cpb = w(rt).xx + b2
                endpointcollision2
            End If

            'Circle (cpb, cpa), 5, c(4) 'circle the collision point
            '_Display
            '_Delay .01
        End If
    End If



End Sub

Sub sidecollisionvector
    tx = xv: ty = yv: th = _Hypot(tx, ty)
    tx2 = tx / th: ty2 = ty / th
    spd = _Hypot(tx, ty) 'speed of existing motion vector
    th1 = _Atan2(tx, -ty) 'radian value of motion vector
    th2 = _Atan2(-ndpy, ndpx) 'radian value of line N
    thd = th1 - th2 'find difference
    th3 = th2 - thd 'subtract difference from line N
    newxv = Sin(th3): newyv = Cos(th3)
    xv = newxv * spd: yv = newyv * spd * -1
End Sub

Sub endpointcollision1
    tx = x - b: ty = y - a2: th = _Hypot(tx, ty)
    tx2 = tx / th: ty2 = ty / th
    txv = Abs(xv): tyv = Abs(yv): spd = _Hypot(txv, tyv)
    xv = tx2 * spd: yv = ty2 * spd * -1
End Sub


Sub endpointcollision2
    tx = x - b2: ty = y - a: th = _Hypot(tx, ty)
    tx2 = tx / th: ty2 = ty / th
    txv = Abs(xv): tyv = Abs(yv): spd = _Hypot(txv, tyv)
    xv = tx2 * spd: yv = ty2 * spd * -1
End Sub



Sub wallsetup
    For wct = 1 To walltotal
        w(wct).bx1 = w(wct).x1: w(wct).bx2 = w(wct).x2
        w(wct).by1 = w(wct).y1: w(wct).by2 = w(wct).y2
        'orient outer box
        If w(wct).bx1 > w(wct).bx2 Then
            t = w(wct).bx1
            w(wct).bx1 = w(wct).bx2
            w(wct).bx2 = t
        End If
        If w(wct).by1 > w(wct).by2 Then
            t = w(wct).by1
            w(wct).by1 = w(wct).by2
            w(wct).by2 = t
        End If

        w(wct).bx1 = w(wct).bx1 - w(wct).b: w(wct).bx2 = w(wct).bx2 + w(wct).b
        w(wct).by1 = w(wct).by1 - w(wct).b: w(wct).by2 = w(wct).by2 + w(wct).b

        Line (w(wct).x1, w(wct).y1)-(w(wct).x2, w(wct).y2), c(1)
        'Line (w(wct).bx1, w(wct).by1)-(w(wct).bx2, w(wct).by2), c(2), B
        w(wct).xx = (w(wct).x2 - w(wct).x1) / 2 + w(wct).x1
        w(wct).yy = (w(wct).y2 - w(wct).y1) / 2 + w(wct).y1
        'Circle (w(wct).xx, w(wct).yy), 5, c(4)
        tx = w(wct).x2 - w(wct).xx: ty = w(wct).y2 - w(wct).yy
        w(wct).wlen = _Hypot(tx, ty)
        w(wct).nx = tx / w(wct).wlen 'normalized wall angle
        w(wct).ny = ty / w(wct).wlen 'normalized wall angle
    Next wct
End Sub
Reply


Messages In This Thread
Angle Collisions - by james2464 - 10-15-2022, 01:39 AM
RE: Angle Collisions - by bplus - 10-15-2022, 02:16 AM
RE: Angle Collisions - by james2464 - 10-15-2022, 04:01 AM
RE: Angle Collisions - by James D Jarvis - 10-15-2022, 10:39 PM
RE: Angle Collisions - by Pete - 10-15-2022, 10:46 PM
RE: Angle Collisions - by James D Jarvis - 10-15-2022, 11:24 PM
RE: Angle Collisions - by james2464 - 10-16-2022, 12:17 AM
RE: Angle Collisions - by OldMoses - 10-16-2022, 01:14 PM
RE: Angle Collisions - by james2464 - 10-16-2022, 07:11 PM
RE: Angle Collisions - by OldMoses - 10-18-2022, 08:20 PM
RE: Angle Collisions - by james2464 - 10-18-2022, 10:47 PM
RE: Angle Collisions - by OldMoses - 10-19-2022, 12:23 AM
RE: Angle Collisions - by Pete - 10-16-2022, 12:13 AM
RE: Angle Collisions - by Pete - 10-16-2022, 12:50 AM
RE: Angle Collisions - by bplus - 10-16-2022, 01:01 PM
RE: Angle Collisions - by bplus - 10-16-2022, 01:27 PM
RE: Angle Collisions - by OldMoses - 10-16-2022, 04:02 PM
RE: Angle Collisions - by bplus - 10-16-2022, 06:46 PM
RE: Angle Collisions - by bplus - 10-16-2022, 07:45 PM
RE: Angle Collisions - by james2464 - 10-16-2022, 08:04 PM
RE: Angle Collisions - by James D Jarvis - 10-16-2022, 08:07 PM
RE: Angle Collisions - by bplus - 10-16-2022, 08:47 PM
RE: Angle Collisions - by James D Jarvis - 10-16-2022, 08:55 PM
RE: Angle Collisions - by bplus - 10-17-2022, 10:07 AM
RE: Angle Collisions - by bplus - 10-17-2022, 12:26 PM
RE: Angle Collisions - by OldMoses - 10-17-2022, 12:58 PM
RE: Angle Collisions - by bplus - 10-17-2022, 01:11 PM
RE: Angle Collisions - by james2464 - 10-17-2022, 01:57 PM
RE: Angle Collisions - by OldMoses - 10-17-2022, 02:19 PM
RE: Angle Collisions - by bplus - 10-17-2022, 02:49 PM
RE: Angle Collisions - by james2464 - 10-17-2022, 03:46 PM
RE: Angle Collisions - by bplus - 10-17-2022, 04:53 PM
RE: Angle Collisions - by james2464 - 10-17-2022, 05:27 PM
RE: Angle Collisions - by Dav - 10-18-2022, 02:22 AM
RE: Angle Collisions - by james2464 - 10-18-2022, 03:25 AM
RE: Angle Collisions - by Pete - 10-17-2022, 04:10 PM
RE: Angle Collisions - by bplus - 10-17-2022, 04:55 PM
RE: Angle Collisions - by james2464 - 10-17-2022, 05:23 PM
RE: Angle Collisions - by james2464 - 10-18-2022, 02:00 AM
RE: Angle Collisions - by Pete - 10-18-2022, 02:10 AM
RE: Angle Collisions - by Pete - 10-18-2022, 03:20 AM
RE: Angle Collisions - by james2464 - 10-18-2022, 03:57 AM
RE: Angle Collisions - by bplus - 10-18-2022, 03:27 PM
RE: Angle Collisions - by james2464 - 10-18-2022, 04:11 PM
RE: Angle Collisions - by bplus - 10-18-2022, 08:27 PM
RE: Angle Collisions - by Pete - 10-18-2022, 08:44 PM
RE: Angle Collisions - by bplus - 10-18-2022, 10:10 PM
RE: Angle Collisions - by Pete - 10-18-2022, 10:19 PM
RE: Angle Collisions - by james2464 - 10-20-2022, 12:30 AM
RE: Angle Collisions - by bplus - 10-20-2022, 02:36 AM
RE: Angle Collisions - by james2464 - 10-20-2022, 01:51 PM
RE: Angle Collisions - by Pete - 10-20-2022, 03:48 AM
RE: Angle Collisions - by bplus - 10-20-2022, 02:52 PM
RE: Angle Collisions - by james2464 - 10-20-2022, 04:21 PM
RE: Angle Collisions - by bplus - 10-20-2022, 04:37 PM
RE: Angle Collisions - by james2464 - 10-21-2022, 07:10 PM
RE: Angle Collisions - by Pete - 10-21-2022, 07:20 PM
RE: Angle Collisions - by bplus - 10-21-2022, 09:05 PM
RE: Angle Collisions - by OldMoses - 10-22-2022, 12:09 AM
RE: Angle Collisions - by james2464 - 10-22-2022, 10:29 PM
RE: Angle Collisions - by bplus - 10-22-2022, 10:59 PM
RE: Angle Collisions - by justsomeguy - 10-22-2022, 11:45 PM
RE: Angle Collisions - by Pete - 10-23-2022, 12:37 AM
RE: Angle Collisions - by OldMoses - 10-23-2022, 12:46 AM
RE: Angle Collisions - by james2464 - 10-24-2022, 04:57 PM
RE: Angle Collisions - by james2464 - 10-24-2022, 11:14 PM
RE: Angle Collisions - by bplus - 10-25-2022, 12:37 AM
RE: Angle Collisions - by james2464 - 10-25-2022, 03:25 AM
RE: Angle Collisions - by OldMoses - 10-25-2022, 10:47 PM
RE: Angle Collisions - by james2464 - 10-25-2022, 10:52 PM
RE: Angle Collisions - by OldMoses - 10-26-2022, 03:39 AM
RE: Angle Collisions - by james2464 - 10-26-2022, 03:51 PM
RE: Angle Collisions - by OldMoses - 10-26-2022, 04:18 PM
RE: Angle Collisions - by james2464 - 10-26-2022, 08:41 PM
RE: Angle Collisions - by OldMoses - 10-27-2022, 12:33 AM
RE: Angle Collisions - by james2464 - 10-27-2022, 03:36 PM
RE: Angle Collisions - by OldMoses - 10-29-2022, 12:05 AM
RE: Angle Collisions - by james2464 - 10-29-2022, 01:45 AM
RE: Angle Collisions - by james2464 - 10-30-2022, 04:41 PM
RE: Angle Collisions - by bplus - 10-30-2022, 06:16 PM
RE: Angle Collisions - by james2464 - 10-30-2022, 06:25 PM
RE: Angle Collisions - by bplus - 10-30-2022, 06:31 PM
RE: Angle Collisions - by james2464 - 10-30-2022, 06:37 PM
RE: Angle Collisions - by bplus - 10-30-2022, 06:45 PM
RE: Angle Collisions - by james2464 - 10-31-2022, 01:27 AM
RE: Angle Collisions - by bplus - 10-31-2022, 01:52 AM
RE: Angle Collisions - by TempodiBasic - 11-01-2022, 02:38 AM
RE: Angle Collisions - by bplus - 11-01-2022, 11:31 AM
RE: Angle Collisions - by james2464 - 11-01-2022, 04:15 PM
RE: Angle Collisions - by triggered - 11-01-2022, 03:03 AM
RE: Angle Collisions - by james2464 - 11-03-2022, 06:53 PM
RE: Angle Collisions - by OldMoses - 11-04-2022, 12:56 AM



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