I have a simple little game with one character as the player and four enemy characters. I created a very basic AI, that moves towards the player when the player is nearby. That all worked fine, but when I added AI-AI collision (using a bounding box model), it slowed it down tremendously, and exponentially the more AI there are. With four AI, they move quite slowly. 3 AI is a bit better. 2 is just perfect, and 1 is too fast.
I have the following function to calculate the AI movement when near a player.
function updateAI() {
for (i = 0; i < aiCount; i++) {
if (aiCounterAI >= aiCount) {
aiCounterAI = 0;
}
checkArmyAIcol = armyAI[aiCounterAI][1];
checkArmyAIrow = armyAI[aiCounterAI][2];
enemySpeed = enemies[armyAI[aiCounterAI][0][0]][3];
enemyPlayerCollision = false;
if (playerBattle.xCoord - 6 <= checkArmyAIcol && playerBattle.xCoord + 6 >= checkArmyAIcol) {
if (playerBattle.yCoord - 6 <= checkArmyAIrow && playerBattle.yCoord + 6 >= checkArmyAIrow) {
if (playerBattle.x < armyAI[aiCounterAI][3] - 48) {
armyAI[aiCounterAI][3] = armyAI[aiCounterAI][3] - enemySpeed;
aiDirection = 'left';
}
if (playerBattle.x > armyAI[aiCounterAI][3] + 48) {
armyAI[aiCounterAI][3] = armyAI[aiCounterAI][3] + enemySpeed;
aiDirection = 'right';
}
if (playerBattle.y < armyAI[aiCounterAI][4] - 48) {
armyAI[aiCounterAI][4] = armyAI[aiCounterAI][4] - enemySpeed;
aiDirection = 'up';
}
if (playerBattle.y > armyAI[aiCounterAI][4] + 48) {
armyAI[aiCounterAI][4] = armyAI[aiCounterAI][4] + enemySpeed;
aiDirection = 'down';
}
checkBattleCollision('ai',aiCounterAI);
armyAI[aiCounterAI][1] = Math.ceil(armyAI[aiCounterAI][3] / 48);
armyAI[aiCounterAI][2] = Math.ceil(armyAI[aiCounterAI][4] / 48);
}
}
aiCounterAI++;
}
}
And finally I have this function to calculate the AI collision.
if (type == 'ai') {
enemyEnemyCollision = false;
if (aiCount > 1) {
checkArmyAIcol1 = armyAI[ai][1];
checkArmyAIrow1 = armyAI[ai][2];
checkArmyAIx1 = armyAI[ai][3];
checkArmyAIy1 = armyAI[ai][4];
var aiCounter2 = 0;
for (i = 0; i < aiCount; i++) {
if (aiCounter2 != ai) {
checkArmyAIcol2 = armyAI[aiCounter2][1];
checkArmyAIrow2 = armyAI[aiCounter2][2];
checkArmyAIx2 = armyAI[aiCounter2][3];
checkArmyAIy2 = armyAI[aiCounter2][4];
// Check if the AI is near the other AI before checking if collision is true
if (checkArmyAIcol1 - 1 <= checkArmyAIcol2 && checkArmyAIcol1 + 1 >= checkArmyAIcol2) {
if (checkArmyAIrow1 - 1 <= checkArmyAIrow2 && checkArmyAIrow1 + 1 >= checkArmyAIrow2) {
if (checkArmyAIx1 < checkArmyAIx2 + 48 &&
checkArmyAIx1 + 48 > checkArmyAIx2 &&
checkArmyAIy1 < checkArmyAIy2 + 48 &&
checkArmyAIy1 + 48 > checkArmyAIy2) {
enemyEnemyCollision = true;
checkEnemyEnemyCollision(ai,aiCounter2);
}
}
}
}
aiCounter2++;
}
}
}
function checkEnemyEnemyCollision(enemy1,enemy2) {
enemySpeed = enemies[armyAI[enemy1][0][0]][3];
if (enemyEnemyCollision == true) {
if (aiDirection == 'left') {
armyAI[enemy1][3] = armyAI[enemy1][3] + enemySpeed;}
if (aiDirection == 'right') {
armyAI[enemy1][3] = armyAI[enemy1][3] - enemySpeed;}
if (aiDirection == 'up') {
armyAI[enemy1][4] = armyAI[enemy1][4] + enemySpeed;}
if (aiDirection == 'down') {
armyAI[enemy1][4]= armyAI[enemy1][4] - enemySpeed;}
console.log("ya'll collided ya clumsy potatoes");
}
}
The updateAI function is fast and runs great. Adding the collision (using a bounding box model) as said before slows it down a lot. These functions are called sixty times a second, through requestAnimationFrame in my gameloop. My guess is that it can't keep up fast enough in the collision with the frame rate so they just can't move much as they could otherwise. Yet, I don't know how to fix this. Does anyone have any suggestions? Bounding box collision and multiple moving items is new territory for me so I wouldn't mind suggestions on improving my code.
Related
How should I detect collisions for a sprite that can't have a rectangular hitbox? I am trying to make a platformer, and I'm currently working on collision detections for the level's platforms. Here's my physics:
function onTimerTick() {
if (moveY > 300) {
momentumY = momentumY - 2;
move(moveX, moveY);
} else if (moveY < 300) {
moveY = 300;
momentumY = 0;
move(moveX, moveY);
}
moveY = moveY + momentumY;
move(moveX, moveY);
if (moveY <= 300) {
if (momentumX > 0) {
right = true;
momentumX -= 1;
} else if (momentumX < 0) {
if (document.getElementById("spriteNotReal").getAttribute("scr") != "walkLeft.gif") {
document.getElementById("spriteNotReal").src = "walkLeft.gif";
}
right = false;
momentumX += 1;
} else {
if (right == true) {
document.getElementById("spriteNotReal").src = "amaincharacter.png";
} else {
document.getElementById("spriteNotReal").src = "maincharacterleft.png";
}
}
moveX = moveX + momentumX;
} else {
moveX += momentumX / 3 + 1;
document.getElementById("spriteNotReal").src = "jumpmain.gif";
}
document.getElementById("gold").innerHTML = momentumX;
}
I'm thinking of trying to break up the level into different rectangles, all in the same class, and then test for collisions within that class. Is there any way I could do this? Also, I think I should use boundingClientRect, but I don't know how to use this for collisions.
I have the following code which uses parts of the p5.js library to animate some text in a fade in - fade out manner (which keeps looping indefinetely), i also inserted an image to make things clearer.
The problem is that after the first loop is done (when the whole text appears and then starts to disappear) i have severe lag in the browser, although it still works fine and keeps looping. Im not sure if there is a mistake in my code that threw the calculations off or if it's simply too heavy for the browser to run.
All of my vars are self explanatory, but if you have any questions or require another part of my script by all means ask me.
Any ideas that could help my case? Thank you.
//FADE animation /w Loop
if ((animType == "FADE") && (animeLoop == true)) {
if (animDirection == true) {
for (i=0; i<userText.length; i++) {
word = userText[i].html();
posXcalc = 0;
for (j=0; j<word.length; j++) {
textColor.setAlpha(charsOpacity[i][j]);
fill(textColor);
textSize(userSize);
text(word[j], userPosX + posXcalc, userPosY + (i * (userSize + userLeading)));
posXcalc = posXcalc + textWidth(word[j]);
if (charsOpacity[charsOpacity.length-1][charsOpacity[charsOpacity.length-1].length-1] < 255) {
//console.log("going");
if ((i == 0) && (j == 0) && (charsOpacity[i][j] < 255)) {charsOpacity[i][j] = charsOpacity[i][j] + speed;}
else if ((j == 0) && (i != 0)) {
temp = charsOpacity[i-1].length;
if ((charsOpacity[i-1][temp-1] > 50) && (charsOpacity[i][j] < 255)) {charsOpacity[i][j] = charsOpacity[i][j] + speed;}
}
else if (charsOpacity[i][j-1] > 50) {charsOpacity[i][j] = charsOpacity[i][j] + speed;}
}
else {animDirection = false;}
}
}
}
else {
for (i=0; i<userText.length; i++) {
word = userText[i].html();
posXcalc = 0;
for (j=0; j<word.length; j++) {
textColor.setAlpha(charsOpacity[i][j]);
fill(textColor);
textSize(userSize);
text(word[j], userPosX + posXcalc, userPosY + (i * (userSize + userLeading)));
posXcalc = posXcalc + textWidth(word[j]);
if (charsOpacity[charsOpacity.length-1][charsOpacity[charsOpacity.length-1].length-1] > 0) {
console.log("going");
if ((i == 0) && (j == 0) && (charsOpacity[i][j] > 0)) {charsOpacity[i][j] = charsOpacity[i][j] - speed;}
else if ((j == 0) && (i != 0)) {
temp = charsOpacity[i-1].length;
if ((charsOpacity[i-1][temp-1] < 200) && (charsOpacity[i][j] > 0)) {charsOpacity[i][j] = charsOpacity[i][j] - speed;}
}
else if (charsOpacity[i][j-1] < 200) {charsOpacity[i][j] = charsOpacity[i][j] - speed;}
}
else {animDirection = true;}
}
}
}
}
Okay, after a lot of trial and error i found the problem, i was missing a check in the sencond else if statement and the array was recieving values much bigger than the range of the 255 (which is the cap for the setAlpha() function) that must have create the severe lag since it had to keep adding all those values and propably recalculate the alpha inside its own function
In javascript, I'm making an HTML canvas game, and in that game I have an object type/constructor called gamePiece. gamePiece has a function called checkCollision:
this.checkCollision = function(piece){
var collisionX = piece.x >= this.x && piece.x <= (this.x + this.width);
var collisionY = piece.y <= this.y && piece.y <= (this.y - this.height);
if(collisionX || collisionY){
return true;
} else {
return false;
}
}
which is called by update()
function update(){
context.clearRect(0, 0, game.width, game.height);
for(var i = 0; i < gamePieces.length; i++){
gamePieces[i].update();
for(var mi = 0; mi < gamePieces.length; mi++){
gamePieces[i].checkCollision(gamePieces[mi]);
if(gamePieces[i].checkCollision(gamePieces[mi]) == true){
gamePieces[i].collisionFunction();
}
}
}
}
setInterval(function(){update();}, 1);
I have another object that is supposed to give a speed boost upon colliding with another game piece, and it logs every time it gives a speed boost.
var speedBooster = new gamePiece(25,25,"red",300,300,0);
speedBooster.collisionFunction = function(){
for(var whichpiece = 0; whichpiece < gamePieces.length; whichpiece++){
if(speedBooster.checkCollision(gamePieces[whichpiece]) == true && gamePieces[whichpiece] != this){
gamePieces[whichpiece].speed += 10;
console.log("gamePieces[" + whichpiece + "] has been given a speed boost.");
}
}
}
But it gives a speed boost whenever a piece is behind it, and I put the "piece.x >= this.x &&" there for a reason. Why is JavaScript ignoring the condition I gave it?
Try
var collisionX = piece.x >= this.x && piece.x <= (this.x + this.width);
var collisionY = piece.y >= this.y && piece.y <= (this.y + this.height);
if(collisionX && collisionY){
return true;
} else {
return false;
}
To test if two objects overlap. Where the object has x,y as the top left and w,h as width and height
//Returns true if any part of box1 touches box2
function areaTouching(box1,box2){
return ! (box1.x > box2.x + box2.w ||
box1.x + box1.w < box2.x ||
box1.y > box2.y + box2.h ||
box1.y + box1.h < box2.y)
}
I'm doing an app in React/html5/canvas. In the canvas, you as the user can move around in different rooms with mouseclicks. That works, and I have made the collision detection for all the walls for the rooms (the view is 2d like a RTS game).
Now to the problem: When I hit a wall I set user.collision = true; And the next mouseclick will set user.collision = false;and this will make my character move again. Problem is that I now can clip through walls if I click some more times (it clitches through).
Have thought about the logical around this and I can't figure it out, and my research did not help me.
Here is my collision detection function: (All the walls are in the this.props.data)
collision: function(){
for (var i = 0; i < this.props.data.length; i++){
if (user.posX > this.props.data[i].x2 && user.posX < this.props.data[i].x1 &&
user.posY < this.props.data[i].y2 && user.posY > this.props.data[i].y1){
user.collision = true;
}
}
},
Here is my handleMouseClick function:
handleMouseClick: function(event){
var rect = game.getBoundingClientRect();
mouseClick.y = event.nativeEvent.clientY - rect.top;
mouseClick.x = event.nativeEvent.clientX - rect.left;
distance = Math.sqrt(Math.pow(mouseClick.x - user.posX, 2) + Math.pow(mouseClick.y - user.posY,2));
user.directionX = (mouseClick.x - user.posX) / distance;
user.directionY = (mouseClick.y - user.posY) / distance;
if (user.collision = true){
user.collision = false;
}
},
Here is my update function:
update: function(){
context.canvas.height);
if (!user.collision){
if(user.moving === true){
user.posX += user.directionX * user.speed * elapsed;
user.posY += user.directionY * user.speed * elapsed;
this.collision();
if(user.posX >= mouseClick.x -5 && user.posX <= mouseClick.x + 5 && user.posY >= mouseClick.y -5 && user.posY <= mouseClick.y + 5){
user.moving = false;
}
}
}
this.drawUser();
this.drawWalls();
},
How about just reverting to the previous pos if the collision test fails ?
update: function(){
context.canvas.height);
var prevPosX = user.posX;
var prevPosY = user.posY;
if (!user.collision){
if(user.moving === true){
user.posX += user.directionX * user.speed * elapsed;
user.posY += user.directionY * user.speed * elapsed;
this.collision();
if( user.collision ) { // ooops !
user.posX = prevPosX;
user.posY = prevPosY;
}
if(user.posX >= mouseClick.x -5 && user.posX <= mouseClick.x + 5 && user.posY >= mouseClick.y -5 && user.posY <= mouseClick.y + 5){
user.moving = false;
}
}
}
this.drawUser();
this.drawWalls();
},
NB: typo here
if (user.collision = true){
Ok, I wrote a script that let's you move around and what not on a grid made up of a bunch of put together 'x' letters. So you know what it looks like, here is the JS that makes it:
function generate_page() {
var x = 0;
var y = 0;
var lines = 20;
var output;
while (x <= lines) {
while( y <= lines*2){
if (x == 0 && y == 1) {
output = "<span id='x" + x + "_" + y + "' style='background-color: red'>o</span>";
} else if (x == 3 && y == 5) {
output = "<span id='x" + x + "_" + y + "' style='background-color: green'>z</span>";
} else {
output = ("<span id='x" + x + "_" + y + "'>x</span>");
}
$('#board').append(output);
y++;
}
y = 0;
x++;
$('#board').append('<br />');
}
}
Now, I have a green character on the board that I'm trying to program to go towards the red one that you control. I have the North, South, East, and West functions worked out. However, for the life of me, I can not figure out the little algorithm to make one go towards the other.I have tried with the following, but it doesn't work what-so-ever. Could anyone help me come up with a way for one character to track another? Here is my failed attempt:
function moveGreen() {
var x_distance = currentX_green - currentX_red;
var y_distance = currentY_green - currentY_red;
var larger;
if (x_distance > y_distance) {
larger = 'x';
} else if (y_distance > x_distance) {
larger = 'y';
} else {
larger = 'o';
}
if (larger == 'x') {
if (x_distance > 0){
north('green');
} else {
south('green');
}
} else if (larger == 'y'){
if (y_distance > 0) {
west('green');
} else {
east('green');
}
} else if (larger == 'o'){
if (y_distance > 0){
east();
} else if (y_distance == 0) {
if (x_distance > 0) {
north();
} else {
south();
}
} else {
west();
}
}
}
Edit: Here is the current program. Ignore the green moves on red stuff.
Edit 2: Ok, I updated the problems with the west and stuff without green. Here is the new code:
function moveGreen() {
var x_distance = currentX_green - currentX_red;
var y_distance = currentY_green - currentY_red;
var larger;
if (Math.abs(x_distance) > Math.abs(y_distance)) {
larger = 'x';
} else if (Math.abs(y_distance) > Math.abs(x_distance)) {
larger = 'y';
} else {
larger = 'o';
}
if (larger == 'x') {
if (x_distance > 0){
north('green');
} else {
south('green');
}
} else if (larger == 'y'){
if (y_distance > 0) {
west('green');
} else {
east('green');
}
} else if (larger == 'o'){
if (y_distance > 0){
east('green');
} else if (y_distance == 0) {
if (x_distance > 0) {
north('green');
} else if (x_distance < 0){
south('green');
}
} else {
west('green');
}
}
}
one obvious issue is that you need to check the absolute values near the top.
instead of
if (x_distance > y_distance) {
larger = 'x';
} else if (y_distance > x_distance) {
you need
if (Math.abs(x_distance) > Math.abs(y_distance)) {
larger = 'x';
} else if (Math.abs(y_distance) > Math.abs(x_distance)) {
since you still want the "biggest" even if it's negative.
update now it stops where x=y. looking at the code there's no "green" in the argument to east etc for that case.
update well, now it goes wrong when it's on a diagonal so i would guess east/west are the wrong way round for the "o" case (and indeed, they are not consistent with the "y" case). looks a lot nicer now!