Difference between revisions of "DistanceBasedCollision"
(Grammar Correction) |
(added a simpler function.) |
||
Line 12: | Line 12: | ||
end | end | ||
</source> | </source> | ||
+ | |||
+ | Don't want an extra square root function? Try this other function | ||
+ | <source lang="lua"> | ||
+ | function checkCircularCollision(ax, ay, bx, by, ar, br) | ||
+ | local dx = bx - ax | ||
+ | local dy = by - ay | ||
+ | return dx^2 + dy^2 < (ar + br)^2 | ||
+ | end | ||
+ | </source> | ||
+ | |||
+ | Although I do keep the sqrt function to know that I am dealing with distances. | ||
== Contributors == | == Contributors == |
Revision as of 01:26, 20 November 2012
Another way of detecting collisions. This type works perfectly with circles. It checks if the distance of one object to the other is less than the sum of their radii(plural of radius.)
Variable Definitions : ax, ay = circleA's coordinates; bx, by = circleB's coordinates; ar, br = circleA's and circleB's radii, respectively
function checkCircularCollision(ax, ay, bx, by, ar, br)
local dx = bx - ax
local dy = by - ay
local dist = math.sqrt(dx * dx + dy * dy)
return dist < ar + br
end
Don't want an extra square root function? Try this other function
function checkCircularCollision(ax, ay, bx, by, ar, br)
local dx = bx - ax
local dy = by - ay
return dx^2 + dy^2 < (ar + br)^2
end
Although I do keep the sqrt function to know that I am dealing with distances.
Contributors
Other Languages
Dansk –
Deutsch –
English –
Español –
Français –
Indonesia –
Italiano –
Lietuviškai –
Magyar –
Nederlands –
Polski –
Português –
Română –
Slovenský –
Suomi –
Svenska –
Türkçe –
Česky –
Ελληνικά –
Български –
Русский –
Српски –
Українська –
עברית –
ไทย –
日本語 –
正體中文 –
简体中文 –
Tiếng Việt –
한국어
More info