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require 'ruby2d'
require 'ruby2d/camera'
# SOURCES FOR MATH USED
# here are the websites I tried to look at, understand, and implement the math from(unsuccessfully)
#
# Currently Main Source:
# http://programmerart.weebly.com/separating-axis-theorem.html
#
# Other sources read through:
# https://dyn4j.org/2010/01/sat/
# https://www.sevenson.com.au/programming/sat/
#
# more stuff near the bottom of this link:
# https://developer.mozilla.org/en-US/docs/Games/Techniques/2D_collision_detection
#DEBUG: used to colour all debug lines unique colours
$colors = %w[blue teal green lime
yellow orange red fuchsia]
set width: 800
set height: 800
#DEBUG: used to draw, store and update debug lines
class DebugLines
class << self
def [](index)
data[index] ||= Camera::Line.new(color: 'red', z: 99, width: 5)
end
def data
@data ||= []
end
end
end
# The coordinates of the 2 shapes being tested for collision
svA = { x1: 230.0, y1: 100.0,
x2: 200.0, y2: 250.0,
x3: 50.0, y3: 200.0,
x4: 100.0, y4: 100.0 }
svB = { x1: 275.0 - 275.0, y1: 175.0 - 175.0,
x2: 375.0 - 275.0, y2: 225.0 - 175.0,
x3: 300.0 - 275.0, y3: 350.0 - 175.0,
x4: 250.0 - 275.0, y4: 250.0 - 175.0 }
# The 2 shapes being tested for collision
sA = Camera::Quad.new(
**svA,
color: 'olive',
z: 10
)
sB = Camera::Quad.new(
**svB,
color: 'aqua',
z: 10
)
# The hitbox logic
def hitbox_check(shape_a, shape_b)
# Get normals of both shapes
inverted = build_inverted_edges(shape_a)
inverted.concat(build_inverted_edges(shape_b))
#DEBUG
#debug_outer_loop(inverted)
inverted.each_with_index do |line, line_index|
# Determine max and min of a and b shapes
amax, amin = calculate_minmax(shape_a, line)
bmax, bmin = calculate_minmax(shape_b, line)
#DEBUG
#debug_inner_loop(shape_a, shape_b, line_index, amax, amin, bmax, bmin)
if ((amin <= bmax) && (amin >= bmin)) || ((bmin <= amax) && (bmin >= amin))
#next
else
# The logic should end the calculations early once it detects lack of collision
# however for debug purposes this is disabled
return false
end
end
true
end
# Creates edges out using coordinates and then gets the normal
def build_inverted_edges(shape)
edges = []
shape.each_with_index do |vertex_start, index|
vertex_end = if index == shape.length - 1
shape[0]
else
shape[index + 1]
end
edges.push [vertex_end[1] - vertex_start[1],
-(vertex_end[0] - vertex_start[0])]
end
edges
end
# Dot product
def vecDotProd(a, b)
(a[0] * b[0]) + (a[1] * b[1])
end
# Calculates the minimum point and maximum point projected onto the line
def calculate_minmax(shape, line)
min = vecDotProd(shape.first, line)
max = vecDotProd(shape.first, line)
shape.each_with_index do |vertex, _vertex_index|
dot = vecDotProd(vertex, line)
if dot > max
max = dot
elsif dot < min
min = dot
end
end
[max, min]
end
# Displays debug info(used inside the inverted.each loop)
def debug_inner_loop(shape_a, shape_b, line_index, amax, amin, bmax, bmin)
#DEBUG: display the lines(uninverted), transluscent if they are not "seperating"
# If all lines are transluscent then the logic believes the
# shapes are colliding
if line_index < shape_a.length
DebugLines[line_index].x1 = shape_a[line_index][0]
DebugLines[line_index].y1 = shape_a[line_index][1]
if shape_a[line_index + 1].nil?
DebugLines[line_index].x2 = shape_a[0][0]
DebugLines[line_index].y2 = shape_a[0][1]
else
DebugLines[line_index].x2 = shape_a[line_index + 1][0]
DebugLines[line_index].y2 = shape_a[line_index + 1][1]
end
else
DebugLines[line_index].x1 = shape_b[line_index - shape_a.length][0]
DebugLines[line_index].y1 = shape_b[line_index - shape_a.length][1]
if shape_a[line_index - shape_a.length + 1].nil?
DebugLines[line_index].x2 = shape_b[0][0]
DebugLines[line_index].y2 = shape_b[0][1]
else
DebugLines[line_index].x2 = shape_b[line_index - shape_a.length + 1][0]
DebugLines[line_index].y2 = shape_b[line_index - shape_a.length + 1][1]
end
end
DebugLines[line_index].color = $colors[line_index % $colors.length]
#DEBUG: print out line information
if $i == 0
puts
puts $colors[line_index % $colors.length]
puts line_index
puts "x1 #{DebugLines[line_index].x1}"
puts "y1 #{DebugLines[line_index].y1}"
puts "x2 #{DebugLines[line_index].x2}"
puts "y2 #{DebugLines[line_index].y2}"
puts "(((#{amin} < #{bmax}) && (#{amin} > #{bmin})) || ((#{bmin} < #{amax}) && (#{bmin} > #{amin})))"
end
DebugLines[line_index].color.a = if ((amin <= bmax) && (amin >= bmin)) || ((bmin <= amax) && (bmin >= amin))
0.2
else
1.0
end
#DEBUG: make the debug lines effectively infinitly long
tempx1 = DebugLines[line_index].x1
tempx2 = DebugLines[line_index].x2
tempy1 = DebugLines[line_index].y1
tempy2 = DebugLines[line_index].y2
DebugLines[line_index].x1 = (tempx1 * (1 + 1000) / 2) + (tempx2 * (1 - 1000) / 2)
DebugLines[line_index].y1 = (tempy1 * (1 + 1000) / 2) + (tempy2 * (1 - 1000) / 2)
DebugLines[line_index].x2 = (tempx2 * (1 + 1000) / 2) + (tempx1 * (1 - 1000) / 2)
DebugLines[line_index].y2 = (tempy2 * (1 + 1000) / 2) + (tempy1 * (1 - 1000) / 2)
end
# Displays debug info(used outside the inverted.each loop)
def debug_outer_loop(inverted)
if $i == 0
puts
puts 'debug of inverted edges:'
pp inverted
end
end
# Move camera
on :key_held do |event|
Camera.y -= 5 if event.key == 'w'
Camera.y += 5 if event.key == 's'
Camera.x -= 5 if event.key == 'a'
Camera.x += 5 if event.key == 'd'
end
# Initialize frame counter
# resets to 0 periodically by a set amount
$i = 0
# "Game" loop
update do
# Advance frame
$i += 1
# Reset every 5 frames
$i %= 5
# Update shape 1 position to mouse
sB.x = Camera.coordinate_to_worldspace(get(:mouse_x), 0)[0] - 25
sB.y = Camera.coordinate_to_worldspace(0, get(:mouse_y))[1] - 75
# Check hitboxes
a = hitbox_check(
[[sA.x1, sA.y1],
[sA.x2, sA.y2],
[sA.x3, sA.y3],
[sA.x4, sA.y4]],
[[sB.x1 + sB.x, sB.y1 + sB.y],
[sB.x2 + sB.x, sB.y2 + sB.y],
[sB.x3 + sB.x, sB.y3 + sB.y],
[sB.x4 + sB.x, sB.y4 + sB.y]]
)
if a
sB.color = 'red'
else
sB.color = 'aqua'
end
#DEBUG
if $i == 0
pp [[sA.x1, sA.y1],
[sA.x2, sA.y2],
[sA.x3, sA.y3],
[sA.x4, sA.y4]]
pp [[sB.x1 + sB.x, sB.y1 + sB.y],
[sB.x2 + sB.x, sB.y2 + sB.y],
[sB.x3 + sB.x, sB.y3 + sB.y],
[sB.x4 + sB.x, sB.y4 + sB.y]]
end
end
show
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