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Simple Collision Detection
This tutorial deals with "grid movement"
as opposed to "free movement"
It's a little simpler to handle, and I feel that grid movement has a more retro feel to it.
you can play the completed game here: https://tic80.com/play?cart=248
If your more interested in free movement detection, then check out the Simple Platformer Tutorial by Tremelar.
It deals with free movement collision pretty well. That being said, let's go.
the basic code we will be using is:
-- title: simple collision detection
-- author: Bear Thorne
-- desc: Detecting Collision for Grid Movement
-- script: lua
--VARIABLES
--sprite vars
FLOOR=1 --the floor sprite will be stored in the 1 slot
WALL=17 --the wall sprite will be stored in the 17 slot
DUDE=33 --the player sprite will be stored in the 33 slot
--game constants
SCREEN_X=29
SCREEN_Y=16
--player object
p={
x=SCREEN_X//2, --center of screen x
y=SCREEN_Y//2} --center of screen y
--FUNCTIONS
--player movement
--we'll use the btnp() function to detect a single button press
function move()
--player presses "up"
if btnp(0) then
p.y=p.y-1
end
--player presses "down"
if btnp(1) then
p.y=p.y+1
end
--player presses "left"
if btnp(2) then
p.x=p.x-1
end
--player presses "right"
if btnp(3) then
p.x=p.x+1
end
end
--draw screen graphics
function draw()
cls()
map(0,0,SCREEN_X+1,SCREEN_Y+1)
--multiplying the player coors by 8 (the size of the map cells)
--gives us grid movement
spr(DUDE,p.x*8,p.y*8,0)
end
function TIC()
move()
draw()
end
This code can move the player around the screen, but it doesn't deal with collision yet. The player can walk through walls like a ghost at the moment. we'll deal with movement collision first.
the first step is to write a function for checking the map cell ahead of the player, and determining if it's clear or not. And to check that we need to include some direction constants like so...
--Direction constants
U={x= 0,y=-1}, --up
D={x= 0,y=+1}, --down
L={x=-1,y= 0}, --left
R={x=+1,y= 0}} --right
now we can write our function. We'll feed it the player's direction and it will check the cell ahead for obstacles.
--check ahead of player for obstacles
function is_clear_ahead(dir)
--log the directions x,y for convenience
local x=dir.x
local y=dir.y
--the mget() function is the heart of the function. it takes an (x,y) coordinate, and checks the
--map cell at that point. then it returns the sprite id. when I build a game i keep all the collidable
--sprites past slot 17 on the sprite sheet, so if mget() returns anything less than 17 it won't
--register as an obstacle.
if mget(p.x+x,p.y+y)<WALL then
--we'll return true...as in it is clear ahead.
return true
else
return false
and now we can use this function to check for obstacles before we allow the player to move in that direction. Here's the updated move() function.
function move()
--player presses "up" and up is clear
if btnp(0) and is_clear_ahead(U) then
p.y=p.y-1
end
--player presses "down" and down is clear
if btnp(1) and is_clear_ahead(D) then
p.y=p.y+1
end
--player presses "left" and left is clear
if btnp(2) and is_clear_ahead(L) then
p.x=p.x-1
end
--player presses "right" and right is clear
if btnp(3) and is_clear_ahead(D) then
p.x=p.x+1
end
end
This is "obstacle" collision detection. It makes it so the player can't walk into anything "solid". But what if we want the player to run into a coin? It shouldn't stop the player from moving, So we use another type of collision..."item" collision detection.
For this type of collision, we'll need another object to collide with...let's make a coin object.
--coin object
coin={
x=10,
y=10}
Now let's write a function that takes two objects as arguments and checks if they have collided.
--check for collision between two objects
function collision(obj1,obj2)
--check both objects (x,y) coors and return true if they are in the same cell.
if obj1.x==obj2.x and obj1.y==obj2.y then
return true
end
end
and now using this function is even easier than writing it.
--check for collision between player and coin
if collision(p,coin) then
--we'll relocate coin to another random cell
coin.x=math.random(2,27)
coin.y=math.random(2,14)
end
This is the two basic types of collision in games. It works much the same way with multiple objects, but spawning and managing multiple objects is something I will deal with in another tutorial.
Here's a screenshot of the completed game running:
Here's the complete (and debugged) script.
-- title: Collision Tutorial
-- author: Bear Thorne
-- desc: Basic Collision Detection
-- script: lua
--VARIABLES
--sprite vars
FLOOR=1
COIN=2
WALL=17
DUDE=33
--game constants
SCREEN_X=29
SCREEN_Y=16
--Direction constants
U={x= 0,y=-1} --up
D={x= 0,y= 1} --down
L={x=-1,y= 0} --left
R={x= 1,y= 0} --right
--player object
p={
x=SCREEN_X//2, --center of screen x
y=SCREEN_Y//2} --center of screen y
--coin object
coin={
x=10,
y=10}
--FUNCTIONS
--check ahead of player for obstacles
function is_clear_ahead(dir)
--log the directions x,y for convenience
local x=dir.x
local y=dir.y
--the mget() function is the heart of the function. it takes an (x,y) coordinate, and checks the
--map cell at that point. then it returns the sprite id. when I build a game i keep all the collidable
--sprites past slot 17 on the sprite sheet, so if mget() returns anything less than 17 it won't
--register as an obstacle.
if mget(p.x+x,p.y+y)<WALL then
--we'll return true...as in it is clear ahead.
return true
else
return false
end
end
--check for collision between two objects
function collision(obj1,obj2)
--check both objects (x,y) coors and return true if they are in the same cell.
if obj1.x==obj2.x and obj1.y==obj2.y then
return true
end
end
function move()
--player presses "up" and up is clear
if btnp(0) and is_clear_ahead(U) then
p.y=p.y-1
end
--player presses "down" and down is clear
if btnp(1) and is_clear_ahead(D) then
p.y=p.y+1
end
--player presses "left" and left is clear
if btnp(2) and is_clear_ahead(L) then
p.x=p.x-1
end
--player presses "right" and right is clear
if btnp(3) and is_clear_ahead(R) then
p.x=p.x+1
end
end
--draw screen graphics
function draw()
cls()
map(0,0,SCREEN_X+1,SCREEN_Y+1)
spr(DUDE,p.x*8,p.y*8,0)
spr(COIN,coin.x*8,coin.y*8,0)
end
function TIC()
move()
draw()
--check for collision between player and coin
if collision(p,coin) then
--we'll relocate coin to another random cell
coin.x=math.random(2,27)
coin.y=math.random(2,14)
end
end
feel free to use any portion of this code in your own projects, if you're feeling generous, put a credit to me at the top of your file!
If you've got questions, or requests for future tutorials, you can email me at [email protected]
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