I am working on a 2D tile based platformer and was hoping to get someone to review my collision detection. I've only included the X collision check since the Y is essentially the same. Any suggestions/criticisms are appreciated.
// Corrects X movement if a collision occurs.
private void checkXCollision()
{
// Find the range of tiles the player intersects
Point topLeft = new Point(((int)(xtemp + dx) - collisionWidth/2) / map.getTileSize(), ((int)ytemp - collisionHeight/2) / map.getTileSize());
Point bottomRight = new Point(((int)(xtemp + dx) + collisionWidth/2) / map.getTileSize(), ((int)ytemp + collisionHeight/2) / map.getTileSize());
// Left
if(dx < 0)
{
boolean collision = false;
for(int row = topLeft.y; row <= bottomRight.y; row++)
{
if(map.getType(row, topLeft.x) == Tile.SOLID)
{
collision = true;
break;
}
}
if(collision)
{
dx = 0;
// Move player to edge of solid tile
int col = ((int)(xtemp + dx) - collisionWidth/2) / map.getTileSize();
xtemp = col * map.getTileSize() + collisionWidth / 2;
}
else
{
xtemp += dx;
}
}
// Right
if(dx > 0)
{
boolean collision = false;
for(int row = topLeft.y; row <= bottomRight.y; row++)
{
if(map.getType(row, bottomRight.x) == Tile.SOLID)
{
collision = true;
break;
}
}
if(collision)
{
dx = 0;
// Move player to edge of solid tile
int col = ((int)(xtemp + dx) + collisionWidth/2) / map.getTileSize();
xtemp = (col + 1) * map.getTileSize() - collisionWidth / 2 - 1;
}
else
{
xtemp += dx;
}
}
}
1 Answer 1
You have some code duplication there
for(int row = topLeft.y; row <= bottomRight.y; row++) { if(map.getType(row, topLeft.x) == Tile.SOLID) { collision = true; break; } }
which should be extracted to a method like
private boolean hasCollision(int start, int stop, int x){ for(int row = start; row <= stop; row++) { if(map.getType(row, x) == Tile.SOLID) { return true; } } return false; }
If a collision is found you have this
dx = 0; // Move player to edge of solid tile int col = ((int)(xtemp + dx) - collisionWidth/2) / map.getTileSize();
Do you on purpose set
dx = 0
and calling then(xtemp + dx)
?You are also doing a lot of
collisionWidth/2
which should be extracted to a variable.you should extract the
left
andright
checking to separate methods.in Java the convention is to place the opening brace
{
on the same line.using a guard clause for
dx == 0
well remove the creation of thePoint
'scomments should describe why something is done. **What is done should be described by the code itself by using meaningful names.
Implementing most the points above leads to
// Corrects X movement if a collision occurs.
private void checkXCollision()
{
if (dx == 0) {
return;
}
Point topLeft = new Point(((int)(xtemp + dx) - collisionWidth/2) / map.getTileSize(), ((int)ytemp - collisionHeight/2) / map.getTileSize());
Point bottomRight = new Point(((int)(xtemp + dx) + collisionWidth/2) / map.getTileSize(), ((int)ytemp + collisionHeight/2) / map.getTileSize());
if(dx < 0){
checkLeftXCollision(topLeft, bottomRight);
} else {
checkRightXCollision(topLeft, bottomRight);
}
}
private void checkLeftXCollision(Point topLeft, Point bottomRight) {
if(hasCollision(topLeft.y, bottomRight.y, topLeft.x)) {
dx = 0;
int col = ((int)(xtemp + dx) - collisionWidth/2) / map.getTileSize();
xtemp = col * map.getTileSize() + collisionWidth / 2;
} else {
xtemp += dx;
}
}
private void checkRightXCollision(Point topLeft, Point bottomRight) {
if(hasCollision(topLeft.y, bottomRight.y, bottomRight.x)) {
dx = 0;
int col = ((int)(xtemp + dx) + collisionWidth/2) / map.getTileSize();
xtemp = (col + 1) * map.getTileSize() - collisionWidth / 2 - 1;
} else {
xtemp += dx;
}
}
private boolean hasCollision(int start, int stop, int x){
for(int row = start; row <= stop; row++)
{
if(map.getType(row, x) == Tile.SOLID)
{
return true;
}
}
return false;
}