hi! Let's say I have 4 items in my world item1, item2, item3 and item4.
I want to print "Collision between item1 and item2" only when item1 and item2 collide, and not when item1 and item3 collide for example, is there a way to check a specific collision between 2 items from the world with bump.lua??
Thanks in advance!!
[bump.lua] detect a collision only between 2 items
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- Prole
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- Party member
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Re: [bump.lua] detect a collision only between 2 items
You can write a custom filter for those specific circumstances. Lets say that item2 is a table, and has a "isItem2" field in it, then you could just detect it like so:
Then just pass this filter to world:move() when moving item1. You can then handle the actual collisions by checking for the "isItem2" field in the list of returned collisions.
Edit: I read your question wrong. Instead of the above, you can use world:project() to simulate the movement of item1, check for collisions with item3, and set a flag in item1 if there's gonna be a collision. Then during world:move, that flag handles collisions against item2 in the custom filter you use.
For a simpler use (eq. your printing case), you can just use a single pass with world:move(), like the following (assuming that the filter can allow item1 to collide with both item2 and item3, eq. crossing over them):
Code: Select all
local filterForItem1 = function(item, other)
if other.isItem2 then
-- return whatever the intended collision response is
else
-- handle other cases
end
end
Edit: I read your question wrong. Instead of the above, you can use world:project() to simulate the movement of item1, check for collisions with item3, and set a flag in item1 if there's gonna be a collision. Then during world:move, that flag handles collisions against item2 in the custom filter you use.
For a simpler use (eq. your printing case), you can just use a single pass with world:move(), like the following (assuming that the filter can allow item1 to collide with both item2 and item3, eq. crossing over them):
Code: Select all
local item2Col, item3Col = false, false
local newX, newY, cols, len = world:move( item1, goalX, goalY, filter )
for i = 1, len do
if cols[i].other.isItem2 then
item2Col = true
elseif cols[i].other.isItem3 then
item3Col = true
end
end
if item2Col and not item3Col then
print("Colliding with item2!")
end
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- Prole
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Re: [bump.lua] detect a collision only between 2 items
I don't understand what I should return in the filter function, when i put "cross" it raises an error
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Re: [bump.lua] detect a collision only between 2 items
Can you post the code for the filter function, as well as how you're passing it to bump?
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- Prole
- Posts: 17
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Re: [bump.lua] detect a collision only between 2 items
Code: Select all
function camera.filter(item,other)
if other.is3 then
return "cross"
end
end
function camera.update(dt)
local filter = camera.filter(player,camera.rect[3])
player.x, player.y, cols, len = world:move(player,player.x,player.y,filter)
for i = 1, len do
if cols[i].other.is3 then
print('player collide with rect 3')
end
end
end
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- Party member
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Re: [bump.lua] detect a collision only between 2 items
That's not quite how the filter is supposed to be used. Here's the fixed up code:
Now, if camera.rect[3] (or some other object in the bump world) contains the field "is3", then the print function will be called upon collision.
Code: Select all
function camera.update(dt)
player.x, player.y, cols, len = world:move(player,player.x,player.y, camera.filter) -- note we're passing the function, not its return value
for i = 1, len do
if cols[i].other.is3 then
print('player collide with rect 3')
end
end
end
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- Prole
- Posts: 17
- Joined: Sun Apr 14, 2019 5:14 pm
Re: [bump.lua] detect a collision only between 2 items
Ok now i understand! thank you very much for your time )
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