Difference between revisions of "BoundingBox.lua"

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This script is used for [[Bounding Box]] [[Collision Detection]].  It will see if two rectangular objects over-lap.  It returns true if there is a collision, and false otherwise.
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{{#set:LOVE Version=any}}
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{{#set:Description=Collision checking function based on axis-aligned bounding boxes.}}
  
This form of collision detection is not suited for games that have lots of circles and non-rectangular shapes, since the invisible space will be considered part of the collision rectangle. However, this should not be a problem for games such as Space Invaders clones.
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This script is used for axis-aligned bounding box collision detection. It will check whether two rectangular objects overlap.  It returns true if they do, and false otherwise.
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This form of collision detection is not suited for games that have lots of circles, non-rectangular shapes, or rotated rectangles, since space not filled by those shapes may still be part of the collision rectangle, or alternatively there may be parts that lie outside of it.
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However, this should work fine for games such as Space Invaders clones.
  
 
<source lang="lua">
 
<source lang="lua">
-- Collision detection function.
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-- Collision detection function;
-- Returns true if two boxes overlap, false if they don't
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-- Returns true if two boxes overlap, false if they don't;
-- x1,y1 are the left-top coords of the first box, while w1,h1 are its width and height
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-- x1,y1 are the top-left coords of the first box, while w1,h1 are its width and height;
-- x2,y2,w2 & h2 are the same, but for the second box
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-- x2,y2,w2 & h2 are the same, but for the second box.
 
function CheckCollision(x1,y1,w1,h1, x2,y2,w2,h2)
 
function CheckCollision(x1,y1,w1,h1, x2,y2,w2,h2)
 
   return x1 < x2+w2 and
 
   return x1 < x2+w2 and

Revision as of 17:10, 11 November 2016


This script is used for axis-aligned bounding box collision detection. It will check whether two rectangular objects overlap. It returns true if they do, and false otherwise.

This form of collision detection is not suited for games that have lots of circles, non-rectangular shapes, or rotated rectangles, since space not filled by those shapes may still be part of the collision rectangle, or alternatively there may be parts that lie outside of it.

However, this should work fine for games such as Space Invaders clones.

-- Collision detection function;
-- Returns true if two boxes overlap, false if they don't;
-- x1,y1 are the top-left coords of the first box, while w1,h1 are its width and height;
-- x2,y2,w2 & h2 are the same, but for the second box.
function CheckCollision(x1,y1,w1,h1, x2,y2,w2,h2)
  return x1 < x2+w2 and
         x2 < x1+w1 and
         y1 < y2+h2 and
         y2 < y1+h1
end