Difference between revisions of "Tutorial:PhysicsCollisionCallbacks"
(update to show 0.7.2 compatibility) |
(update for 0.8.0 compatibility) |
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Line 31: | Line 31: | ||
function love.load() | function love.load() | ||
--Store the new world in a variable such as "world" | --Store the new world in a variable such as "world" | ||
− | world = love.physics.newWorld(0, | + | world = love.physics.newWorld(0, 200, true) --Gravity is being set to 0 in the x direction and 200 in the y direction. |
− | |||
− | |||
end | end | ||
Line 42: | Line 40: | ||
</source> | </source> | ||
− | Now we want to create a ball and a ground. To do this we will need [[love.physics.newBody|newBody]], [[love.physics.newCircleShape|newCircleShape]], and [[love.physics.newRectangleShape|newRectangleShape]]. | + | Now we want to create a ball and a ground. To do this we will need [[love.physics.newBody|newBody]], [[love.physics.newCircleShape|newCircleShape]], and [[love.physics.newRectangleShape|newRectangleShape]]. We'll connect the bodies to the shapes using [[love.physics.newFixture|newFixture]]. |
<source lang="lua"> | <source lang="lua"> | ||
Line 49: | Line 47: | ||
ball = {} | ball = {} | ||
− | ball.b = love.physics.newBody(world, 400,200, 10 | + | ball.b = love.physics.newBody(world, 400,200, "dynamic") -- set x,y position (400,200) and let it move and hit other objects ("dynamic") |
− | ball.s = love.physics.newCircleShape(ball.b, | + | ball.b:setMass(10) -- make it pretty light |
− | ball. | + | ball.s = love.physics.newCircleShape(50) -- give it a radius of 50 |
− | ball. | + | ball.f = love.physics.newFixture(ball.b, ball.s) -- connect body to shape |
+ | ball.f:setRestitution(0.4) -- make it bouncy | ||
+ | ball.f:setUserData("Ball") -- give it a name, which we'll access later | ||
static = {} | static = {} | ||
− | static.b = love.physics.newBody(world, 400,400, | + | static.b = love.physics.newBody(world, 400,400, "static") -- "static" makes it not move |
− | static.s = love.physics.newRectangleShape( | + | static.s = love.physics.newRectangleShape(200,50) -- set size to 200,50 (x,y) |
− | static.s: | + | static.f = love.physics.newFixture(static.b, static.s) |
+ | static.f:setUserData("Block") | ||
end | end | ||
</source> | </source> | ||
Line 65: | Line 66: | ||
function love.draw() | function love.draw() | ||
love.graphics.circle("line", ball.b:getX(),ball.b:getY(), ball.s:getRadius(), 20) | love.graphics.circle("line", ball.b:getX(),ball.b:getY(), ball.s:getRadius(), 20) | ||
− | love.graphics.polygon("line", static.s:getPoints()) | + | love.graphics.polygon("line", static.b:getWorldPoints(static.s:getPoints())) |
end | end | ||
</source> | </source> | ||
Line 75: | Line 76: | ||
First thing we do is set the world callbacks with [[World:setCallbacks]]. | First thing we do is set the world callbacks with [[World:setCallbacks]]. | ||
− | There are four callbacks for a collision: | + | There are four callbacks for a collision: beginContact, endContact, preSolve, and postSolve. |
− | : | + | : beginContact gets called when two fixtures start overlapping (two objects collide). |
− | : | + | : endContact gets called when two fixtures stop overlapping (two objects disconnect). |
− | + | : preSolve is called just before a frame is resolved for a current collision | |
− | + | : postSolve is called just after a frame is resolved for a current collision | |
<source lang="lua"> | <source lang="lua"> | ||
function love.load() | function love.load() | ||
... -- substitute for the rest of love.load | ... -- substitute for the rest of love.load | ||
− | world = love.physics.newWorld(0, | + | world = love.physics.newWorld(0, 200, true) |
− | |||
--These callback function names can be almost any you want: | --These callback function names can be almost any you want: | ||
− | world:setCallbacks( | + | world:setCallbacks(beginContact, endContact, preSolve, postSolve) |
text = "" -- we'll use this to put info text on the screen later | text = "" -- we'll use this to put info text on the screen later | ||
Line 95: | Line 95: | ||
Now define each function you just named. | Now define each function you just named. | ||
<source lang="lua"> | <source lang="lua"> | ||
− | function | + | function beginContact(a, b, coll) |
end | end | ||
− | function | + | function endContact(a, b, coll) |
end | end | ||
− | function | + | function preSolve(a, b, coll) |
end | end | ||
− | function | + | function postSolve(a, b, coll) |
end | end | ||
Line 124: | Line 124: | ||
... -- substitute for the rest of love.update | ... -- substitute for the rest of love.update | ||
− | if string.len(text) > | + | if string.len(text) > 768 then -- cleanup when 'text' gets too long |
text = "" | text = "" | ||
end | end | ||
Line 135: | Line 135: | ||
end | end | ||
− | function | + | function beginContact(a, b, coll) |
− | |||
x,y = coll:getNormal() | x,y = coll:getNormal() | ||
− | text = text.."\n"..a.." colliding with "..b.." with a vector normal of: "..x..", "..y | + | text = text.."\n"..a:getUserData().." colliding with "..b:getUserData().." with a vector normal of: "..x..", "..y |
end | end | ||
− | function | + | |
+ | function endContact(a, b, coll) | ||
+ | persisting = 0 -- reset since they're no longer touching | ||
+ | text = text.."\n"..a:getUserData().." uncolliding with "..b:getUserData() | ||
+ | end | ||
+ | |||
+ | function preSolve(a, b, coll) | ||
if persisting == 0 then -- only say when they first start touching | if persisting == 0 then -- only say when they first start touching | ||
− | + | text.."\n"..a:getUserData().." touching "..b:getUserData() | |
elseif persisting < 20 then -- then just start counting | elseif persisting < 20 then -- then just start counting | ||
text = text.." "..persisting | text = text.." "..persisting | ||
Line 150: | Line 155: | ||
end | end | ||
− | function | + | function postSolve(a, b, coll) |
− | + | -- we won't do anything with this function | |
− | |||
− | |||
− | |||
− | function | ||
− | |||
− | |||
end | end | ||
</source> | </source> | ||
Line 170: | Line 169: | ||
if love.keyboard.isDown("right") then | if love.keyboard.isDown("right") then | ||
− | ball.b:applyForce( | + | ball.b:applyForce(1000, 0) |
elseif love.keyboard.isDown("left") then | elseif love.keyboard.isDown("left") then | ||
− | ball.b:applyForce(- | + | ball.b:applyForce(-1000, 0) |
end | end | ||
if love.keyboard.isDown("up") then | if love.keyboard.isDown("up") then | ||
− | ball.b:applyForce(0, - | + | ball.b:applyForce(0, -5000) |
elseif love.keyboard.isDown("down") then | elseif love.keyboard.isDown("down") then | ||
− | ball.b:applyForce(0, | + | ball.b:applyForce(0, 1000) |
end | end | ||
− | if string.len(text) > | + | if string.len(text) > 768 then -- cleanup when 'text' gets too long |
text = "" | text = "" | ||
end | end | ||
Line 193: | Line 192: | ||
<source lang="lua"> | <source lang="lua"> | ||
function love.load() | function love.load() | ||
− | world = love.physics.newWorld(0, | + | world = love.physics.newWorld(0, 200, true) |
− | + | world:setCallbacks(beginContact, endContact, preSolve, postSolve) | |
− | world:setCallbacks( | ||
− | ball = {} | + | ball = {} |
− | ball.b = love.physics.newBody(world, 400,200, 10 | + | ball.b = love.physics.newBody(world, 400,200, "dynamic") |
− | ball.s = love.physics.newCircleShape(ball.b, | + | ball.b:setMass(10) |
− | ball. | + | ball.s = love.physics.newCircleShape(50) |
− | ball. | + | ball.f = love.physics.newFixture(ball.b, ball.s) |
− | static = {} | + | ball.f:setRestitution(0.4) -- make it bouncy |
− | static.b = love.physics.newBody(world, 400,400, | + | ball.f:setUserData("Ball") |
− | static.s = love.physics.newRectangleShape(static.b, | + | static = {} |
− | static. | + | static.b = love.physics.newBody(world, 400,400, "static") |
+ | static.s = love.physics.newRectangleShape(200,50) | ||
+ | static.f = love.physics.newFixture(static.b, static.s) | ||
+ | static.f:setUserData("Block") | ||
text = "" -- we'll use this to put info text on the screen later | text = "" -- we'll use this to put info text on the screen later | ||
Line 215: | Line 216: | ||
if love.keyboard.isDown("right") then | if love.keyboard.isDown("right") then | ||
− | ball.b:applyForce( | + | ball.b:applyForce(1000, 0) |
elseif love.keyboard.isDown("left") then | elseif love.keyboard.isDown("left") then | ||
− | ball.b:applyForce(- | + | ball.b:applyForce(-1000, 0) |
end | end | ||
if love.keyboard.isDown("up") then | if love.keyboard.isDown("up") then | ||
− | ball.b:applyForce(0, - | + | ball.b:applyForce(0, -5000) |
elseif love.keyboard.isDown("down") then | elseif love.keyboard.isDown("down") then | ||
− | ball.b:applyForce(0, | + | ball.b:applyForce(0, 1000) |
end | end | ||
− | if string.len(text) > | + | if string.len(text) > 768 then -- cleanup when 'text' gets too long |
− | text = "" | + | text = "" |
end | end | ||
end | end | ||
Line 232: | Line 233: | ||
function love.draw() | function love.draw() | ||
love.graphics.circle("line", ball.b:getX(),ball.b:getY(), ball.s:getRadius(), 20) | love.graphics.circle("line", ball.b:getX(),ball.b:getY(), ball.s:getRadius(), 20) | ||
− | love.graphics.polygon("line", static.s:getPoints()) | + | love.graphics.polygon("line", static.b:getWorldPoints(static.s:getPoints())) |
love.graphics.print(text, 10, 10) | love.graphics.print(text, 10, 10) | ||
end | end | ||
− | function | + | function beginContact(a, b, coll) |
− | |||
x,y = coll:getNormal() | x,y = coll:getNormal() | ||
− | text = text.."\n"..a.." colliding with "..b.." with a vector normal of: "..x..", "..y | + | text = text.."\n"..a:getUserData().." colliding with "..b:getUserData().." with a vector normal of: "..x..", "..y |
+ | end | ||
+ | |||
+ | function endContact(a, b, coll) | ||
+ | persisting = 0 | ||
+ | text = text.."\n"..a:getUserData().." uncolliding with "..b:getUserData() | ||
end | end | ||
− | function | + | function preSolve(a, b, coll) |
if persisting == 0 then -- only say when they first start touching | if persisting == 0 then -- only say when they first start touching | ||
− | text = text.."\n"..a.." touching "..b | + | text = text.."\n"..a:getUserData().." touching "..b:getUserData() |
elseif persisting < 20 then -- then just start counting | elseif persisting < 20 then -- then just start counting | ||
text = text.." "..persisting | text = text.." "..persisting | ||
Line 252: | Line 257: | ||
end | end | ||
− | function | + | function postSolve(a, b, coll) |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
end | end | ||
</source> | </source> | ||
Line 265: | Line 263: | ||
[[Category:Tutorials]] | [[Category:Tutorials]] | ||
{{#set:Name=World Collision Callbacks Tutorial}} | {{#set:Name=World Collision Callbacks Tutorial}} | ||
− | {{#set:LOVE Version=0. | + | {{#set:LOVE Version=0.8.0}} |
{{#set:Description=A tutorial for learning how to use [[World:setCallbacks]].}} | {{#set:Description=A tutorial for learning how to use [[World:setCallbacks]].}} | ||
{{#set:Screenshot=File:WorldCallbacksTutorial.png}} | {{#set:Screenshot=File:WorldCallbacksTutorial.png}} |
Revision as of 23:33, 19 April 2012
Contents
Preface
If you do not have a good grasp on love.physics, you should first check out this physics tutorial.
In this tutorial we will create a collision between two objects that calls certain callbacks set by World:setCallbacks.
Tutorial
main.lua setup
I usually start every main.lua with 3 love functions: love.load, love.update, and love.draw
function love.load()
end
function love.update(dt)
end
function love.draw()
end
World setup
Now that we have a framework setup, let's setup a physics world in love.load with newWorld. Also we will use World:setGravity and World:update.
function love.load()
--Store the new world in a variable such as "world"
world = love.physics.newWorld(0, 200, true) --Gravity is being set to 0 in the x direction and 200 in the y direction.
end
function love.update(dt)
--Never forget to update your world every frame.
world:update(dt)
end
Now we want to create a ball and a ground. To do this we will need newBody, newCircleShape, and newRectangleShape. We'll connect the bodies to the shapes using newFixture.
function love.load()
... -- don't include this, it's just indicating where the existing code for the function should be
ball = {}
ball.b = love.physics.newBody(world, 400,200, "dynamic") -- set x,y position (400,200) and let it move and hit other objects ("dynamic")
ball.b:setMass(10) -- make it pretty light
ball.s = love.physics.newCircleShape(50) -- give it a radius of 50
ball.f = love.physics.newFixture(ball.b, ball.s) -- connect body to shape
ball.f:setRestitution(0.4) -- make it bouncy
ball.f:setUserData("Ball") -- give it a name, which we'll access later
static = {}
static.b = love.physics.newBody(world, 400,400, "static") -- "static" makes it not move
static.s = love.physics.newRectangleShape(200,50) -- set size to 200,50 (x,y)
static.f = love.physics.newFixture(static.b, static.s)
static.f:setUserData("Block")
end
The objects are there now, but you can't yet see them. Let's draw them.
function love.draw()
love.graphics.circle("line", ball.b:getX(),ball.b:getY(), ball.s:getRadius(), 20)
love.graphics.polygon("line", static.b:getWorldPoints(static.s:getPoints()))
end
Now we should see a ball fall down and hit a solid rectangle.
World Callbacks
But what if we want more information on the two objects colliding? Now we will use World:setCallbacks to further dissect their collision(s).
First thing we do is set the world callbacks with World:setCallbacks. There are four callbacks for a collision: beginContact, endContact, preSolve, and postSolve.
- beginContact gets called when two fixtures start overlapping (two objects collide).
- endContact gets called when two fixtures stop overlapping (two objects disconnect).
- preSolve is called just before a frame is resolved for a current collision
- postSolve is called just after a frame is resolved for a current collision
function love.load()
... -- substitute for the rest of love.load
world = love.physics.newWorld(0, 200, true)
--These callback function names can be almost any you want:
world:setCallbacks(beginContact, endContact, preSolve, postSolve)
text = "" -- we'll use this to put info text on the screen later
persisting = 0 -- we'll use this to store the state of repeated callback calls
Now define each function you just named.
function beginContact(a, b, coll)
end
function endContact(a, b, coll)
end
function preSolve(a, b, coll)
end
function postSolve(a, b, coll)
end
These functions are called every time one of the collision actions happen. They pass in two shapes and a collision object. These parameters can also be named to whatever you want. In this tutorial, we choose a, b, and coll.
- a is the first object in the collision.
- b is the second object in the collision.
- coll is the contact object created.
Say we want to print to screen whenever a callback is called. We just need to modify the text variable we added to love.load() earlier by appending a string every time a collision action happens. We need a bit of extra code to keep the output clean too.
A list of functions you can use on contacts can be found at the Contact page.
function love.update(dt)
... -- substitute for the rest of love.update
if string.len(text) > 768 then -- cleanup when 'text' gets too long
text = ""
end
end
function love.draw()
... -- substitute for the rest of love.draw
love.graphics.print(text, 10, 10)
end
function beginContact(a, b, coll)
x,y = coll:getNormal()
text = text.."\n"..a:getUserData().." colliding with "..b:getUserData().." with a vector normal of: "..x..", "..y
end
function endContact(a, b, coll)
persisting = 0 -- reset since they're no longer touching
text = text.."\n"..a:getUserData().." uncolliding with "..b:getUserData()
end
function preSolve(a, b, coll)
if persisting == 0 then -- only say when they first start touching
text.."\n"..a:getUserData().." touching "..b:getUserData()
elseif persisting < 20 then -- then just start counting
text = text.." "..persisting
end
persisting = persisting + 1 -- keep track of how many updates they've been touching for
end
function postSolve(a, b, coll)
-- we won't do anything with this function
end
And now you know how to use world callbacks!
To better explore how this world behaves and see when the callbacks are invoked, add some controls to allow you to push around the ball:
function love.update(dt)
world:update(dt)
if love.keyboard.isDown("right") then
ball.b:applyForce(1000, 0)
elseif love.keyboard.isDown("left") then
ball.b:applyForce(-1000, 0)
end
if love.keyboard.isDown("up") then
ball.b:applyForce(0, -5000)
elseif love.keyboard.isDown("down") then
ball.b:applyForce(0, 1000)
end
if string.len(text) > 768 then -- cleanup when 'text' gets too long
text = ""
end
end
Finished
Screenshots
main.lua
function love.load()
world = love.physics.newWorld(0, 200, true)
world:setCallbacks(beginContact, endContact, preSolve, postSolve)
ball = {}
ball.b = love.physics.newBody(world, 400,200, "dynamic")
ball.b:setMass(10)
ball.s = love.physics.newCircleShape(50)
ball.f = love.physics.newFixture(ball.b, ball.s)
ball.f:setRestitution(0.4) -- make it bouncy
ball.f:setUserData("Ball")
static = {}
static.b = love.physics.newBody(world, 400,400, "static")
static.s = love.physics.newRectangleShape(200,50)
static.f = love.physics.newFixture(static.b, static.s)
static.f:setUserData("Block")
text = "" -- we'll use this to put info text on the screen later
persisting = 0 -- we'll use this to store the state of repeated callback calls
end
function love.update(dt)
world:update(dt)
if love.keyboard.isDown("right") then
ball.b:applyForce(1000, 0)
elseif love.keyboard.isDown("left") then
ball.b:applyForce(-1000, 0)
end
if love.keyboard.isDown("up") then
ball.b:applyForce(0, -5000)
elseif love.keyboard.isDown("down") then
ball.b:applyForce(0, 1000)
end
if string.len(text) > 768 then -- cleanup when 'text' gets too long
text = ""
end
end
function love.draw()
love.graphics.circle("line", ball.b:getX(),ball.b:getY(), ball.s:getRadius(), 20)
love.graphics.polygon("line", static.b:getWorldPoints(static.s:getPoints()))
love.graphics.print(text, 10, 10)
end
function beginContact(a, b, coll)
x,y = coll:getNormal()
text = text.."\n"..a:getUserData().." colliding with "..b:getUserData().." with a vector normal of: "..x..", "..y
end
function endContact(a, b, coll)
persisting = 0
text = text.."\n"..a:getUserData().." uncolliding with "..b:getUserData()
end
function preSolve(a, b, coll)
if persisting == 0 then -- only say when they first start touching
text = text.."\n"..a:getUserData().." touching "..b:getUserData()
elseif persisting < 20 then -- then just start counting
text = text.." "..persisting
end
persisting = persisting + 1 -- keep track of how many updates they've been touching for
end
function postSolve(a, b, coll)
end
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