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Collision physics calculator5/21/2023 ![]() ![]() Is there a simple physics/math formula for this already? I'm having problems for when the slopes are equal, but different magnitude. I tried calculating the distance when, at the moment object 1 is at the intersection point, it's distance from object 2, and likewise when o2 is at the intersection point, but this did not work as it's possible to have collision when they are not at their intersection. I'm also filtering out and using special handling for when the slope is 0 or infinite, which is working. I'm working under the precondition that it's impossible for 2 objects to be overlapping at t0, which means infinite collision of "stuck inside each other" is not possible. I solved for a, b, and c and applied the quadratic formula, and I believe that if I'm assuming they were phantom objects, this would give me the first moment of collision and the final moment of collision, and I could assume at every moment between, they are overlapping. My initial setup was: dist( x1+dx1*t, y1+dy1*t, x2+dx2*t, y2+dy2*t ) = r1+r2īy assuming the distance at any time t could be calculated with Pythagoras, I would like to know the two points in time in which the distance from the centers is precisely the sum of the radii. I'm about 100 lines of code deep, and I feel sure there must be a better way, and I'm not even sure whether my test cases are correct or not. Technically, a single point collision should be possible. It's possible two circles don't collide, and they may not have an intersection (as in 2 cars "clipping" each other while driving too close to the middle of the road in opposite directions), which is messing up all my mx+b solutions. I'm looking for an O(1) formula to calculate the (0 or 1 or 2) clock time(s) in which two circles are exactly r1+r2 distance from each other. SecondsPassed = (timeStamp - oldTimeStamp) / 1000 įor (let i = 0 i < gameObjects.I keep stumbling into game/simulation solutions for finding distance while time is running, and it's not what I'm looking for. Update your game loop with the following code to loop over the newly created game objects and draw them on the screen. For now, this function is very static, but you could easily modify it to create more random squares or use some spawning algorithm.Įverything is in place to draw squares now. They are passed a position and speed as arguments. In the function, a bunch of squares are created. Make some squares to fill up your game world using this createWorld() function. You can create a new instance of a class by using the new keyword. The square is just an example, but you could also make objects like enemies or players for your game this way. They inherit the attributes and methods of the GameObject class. This enables you to easily create new types of game objects. Every game object has a position and a speed. For now, all squares will be blue.Īll the squares inherit from the GameObject class. You'll see this in action when the first collisions are detected. When this object is colliding, it will change color from blue to red. The fillStyle in this new class is tweaked a bit. You'll have the behavior and looks of the square in one, easy-to-manage, place. This way you can create many instances of a square and they all use the same logic to draw and update. Only this time it is baked into a separate square class. There is a draw() and a update() function, just like in the previous tutorial. (this.x, this.y, this.width, this.height) Let's expand that logic and create a whole bunch of moving objects to fill your game. In the previous tutorial you've learned how to move a single rectangle. If you already know how to create moving objects and are just interested in detecting collisions or physics, scroll down to the next section.īefore you can detect collisions between moving objects, you'll need some objects to begin with.
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