Fix collision detection and rendering of local shape angles (#773)

* Fix collision detection with anchor other than center

* Fix rotation around anchor

* Simplify advanced collision detection example

* Add some tests

* Simplify multiple shapes example more

* Move shapeCenter logic into Shape

* Render center point

* More debugging in MultipleShapes

* Wtf.

* Re-add "possibly" calculation

* Rotate shape around parent center

* Only consider the parent center

* Format multiple shapes example

* Add simple shapes example

* Add caching in polygon

* Fix rendering of polygon shapes

* Remove print

* Add changelog entry

* Fix analyze complaints

* Remove all shapes that contain the pressed point

* Take zoom into consideration in multiple shapes example

* Remove useless import

* map instead of generate

* Fix position component test

* Simpler negative vector2

* "Correct" format

* Add ShapeComponent instead of camera aware shapes

* Fix formatting

* Remove zoom from collision detection example

* No need for gameRef in MultipleShapes example

* Fix naming in only_shapes
This commit is contained in:
Lukas Klingsbo
2021-05-04 22:31:36 +02:00
committed by GitHub
parent 8a3c71567c
commit 6d17424c13
20 changed files with 525 additions and 133 deletions

View File

@ -4,6 +4,7 @@ import 'package:flame/game.dart';
import '../../commons/commons.dart';
import 'circles.dart';
import 'multiple_shapes.dart';
import 'only_shapes.dart';
void addCollisionDetectionStories(Dashbook dashbook) {
dashbook.storiesOf('Collision Detection')
@ -16,5 +17,10 @@ void addCollisionDetectionStories(Dashbook dashbook) {
'Multiple shapes',
(_) => GameWidget(game: MultipleShapes()),
codeLink: baseLink('collision_detection/multiple_shapes.dart'),
)
..add(
'Shapes without components',
(_) => GameWidget(game: OnlyShapes()),
codeLink: baseLink('collision_detection/only_shapes.dart'),
);
}

View File

@ -19,9 +19,16 @@ abstract class MyCollidable extends PositionComponent
double angleDelta = 0;
bool _isDragged = false;
final _activePaint = Paint()..color = Colors.amber;
double _wallHitTime = double.infinity;
late final Color _defaultDebugColor = debugColor;
bool _isHit = false;
final ScreenCollidable screenCollidable;
MyCollidable(Vector2 position, Vector2 size, this.velocity) {
MyCollidable(
Vector2 position,
Vector2 size,
this.velocity,
this.screenCollidable,
) {
this.position = position;
this.size = size;
anchor = Anchor.center;
@ -33,51 +40,56 @@ abstract class MyCollidable extends PositionComponent
if (_isDragged) {
return;
}
_wallHitTime += dt;
if (!_isHit) {
debugColor = _defaultDebugColor;
} else {
_isHit = false;
}
delta.setFrom(velocity * dt);
position.add(delta);
angleDelta = dt * rotationSpeed;
angle = (angle + angleDelta) % (2 * pi);
// Takes rotation into consideration (which topLeftPosition doesn't)
final topLeft = absoluteCenter - (size / 2);
if (topLeft.x + size.x < 0 ||
topLeft.y + size.y < 0 ||
topLeft.x > screenCollidable.size.x ||
topLeft.y > screenCollidable.size.y) {
final moduloSize = screenCollidable.size + size;
topLeftPosition = topLeftPosition % moduloSize;
}
}
@override
void render(Canvas canvas) {
super.render(canvas);
renderShapes(canvas);
final localCenter = (size / 2).toOffset();
if (_isDragged) {
final localCenter = (size / 2).toOffset();
canvas.drawCircle(localCenter, 5, _activePaint);
}
if (_wallHitTime < 1.0) {
// Show a rectangle in the center for a second if we hit the wall
canvas.drawRect(
Rect.fromCenter(center: localCenter, width: 10, height: 10),
debugPaint,
);
}
}
@override
void onCollision(Set<Vector2> intersectionPoints, Collidable other) {
final averageIntersection = intersectionPoints.reduce((sum, v) => sum + v) /
intersectionPoints.length.toDouble();
final collisionDirection = (averageIntersection - absoluteCenter)
..normalize()
..round();
if (velocity.angleToSigned(collisionDirection).abs() > 3) {
// This entity got hit by something else
return;
}
final angleToCollision = velocity.angleToSigned(collisionDirection);
if (angleToCollision.abs() < pi / 8) {
velocity.rotate(pi);
} else {
velocity.rotate(-pi / 2 * angleToCollision.sign);
}
position.sub(delta * 2);
angle = (angle - angleDelta) % (2 * pi);
if (other is ScreenCollidable) {
_wallHitTime = 0;
_isHit = true;
switch (other.runtimeType) {
case ScreenCollidable:
debugColor = Colors.teal;
break;
case CollidablePolygon:
debugColor = Colors.blue;
break;
case CollidableCircle:
debugColor = Colors.green;
break;
case CollidableRectangle:
debugColor = Colors.cyan;
break;
case CollidableSnowman:
debugColor = Colors.amber;
break;
default:
debugColor = Colors.pink;
}
}
@ -96,8 +108,12 @@ abstract class MyCollidable extends PositionComponent
}
class CollidablePolygon extends MyCollidable {
CollidablePolygon(Vector2 position, Vector2 size, Vector2 velocity)
: super(position, size, velocity) {
CollidablePolygon(
Vector2 position,
Vector2 size,
Vector2 velocity,
ScreenCollidable screenCollidable,
) : super(position, size, velocity, screenCollidable) {
final shape = HitboxPolygon([
Vector2(-1.0, 0.0),
Vector2(-0.8, 0.6),
@ -113,15 +129,23 @@ class CollidablePolygon extends MyCollidable {
}
class CollidableRectangle extends MyCollidable {
CollidableRectangle(Vector2 position, Vector2 size, Vector2 velocity)
: super(position, size, velocity) {
CollidableRectangle(
Vector2 position,
Vector2 size,
Vector2 velocity,
ScreenCollidable screenCollidable,
) : super(position, size, velocity, screenCollidable) {
addShape(HitboxRectangle());
}
}
class CollidableCircle extends MyCollidable {
CollidableCircle(Vector2 position, Vector2 size, Vector2 velocity)
: super(position, size, velocity) {
CollidableCircle(
Vector2 position,
Vector2 size,
Vector2 velocity,
ScreenCollidable screenCollidable,
) : super(position, size, velocity, screenCollidable) {
final shape = HitboxCircle();
addShape(shape);
}
@ -134,9 +158,9 @@ class SnowmanPart extends HitboxCircle {
..strokeWidth = 1
..style = PaintingStyle.stroke;
SnowmanPart(double definition, Vector2 relativePosition, Color hitColor)
SnowmanPart(double definition, Vector2 relativeOffset, Color hitColor)
: super(definition: definition) {
this.relativePosition.setFrom(relativePosition);
this.relativeOffset.setFrom(relativeOffset);
onCollision = (Set<Vector2> intersectionPoints, HitboxShape other) {
if (other.component is ScreenCollidable) {
hitPaint..color = startColor;
@ -147,15 +171,20 @@ class SnowmanPart extends HitboxCircle {
}
@override
void render(Canvas canvas, Paint paint) {
void render(Canvas canvas, _) {
super.render(canvas, hitPaint);
}
}
class CollidableSnowman extends MyCollidable {
CollidableSnowman(Vector2 position, Vector2 size, Vector2 velocity)
: super(position, size, velocity) {
rotationSpeed = 0.2;
CollidableSnowman(
Vector2 position,
Vector2 size,
Vector2 velocity,
ScreenCollidable screenCollidable,
) : super(position, size, velocity, screenCollidable) {
rotationSpeed = 0.3;
anchor = Anchor.topLeft;
final top = SnowmanPart(0.4, Vector2(0, -0.8), Colors.red);
final middle = SnowmanPart(0.6, Vector2(0, -0.3), Colors.yellow);
final bottom = SnowmanPart(1.0, Vector2(0, 0.5), Colors.green);
@ -167,6 +196,9 @@ class CollidableSnowman extends MyCollidable {
class MultipleShapes extends BaseGame
with HasCollidables, HasDraggableComponents {
@override
bool debugMode = true;
final TextPaint fpsTextPaint = TextPaint(
config: TextPaintConfig(
color: BasicPalette.white.color,
@ -175,21 +207,25 @@ class MultipleShapes extends BaseGame
@override
Future<void> onLoad() async {
final screen = ScreenCollidable();
await super.onLoad();
final screenCollidable = ScreenCollidable();
final snowman = CollidableSnowman(
Vector2.all(150),
Vector2(100, 200),
Vector2(-100, 100),
screenCollidable,
);
MyCollidable lastToAdd = snowman;
add(screen);
add(screenCollidable);
add(snowman);
var totalAdded = 1;
while (totalAdded < 20) {
lastToAdd = createRandomCollidable(lastToAdd);
while (totalAdded < 10) {
lastToAdd = createRandomCollidable(lastToAdd, screenCollidable);
final lastBottomRight =
lastToAdd.toAbsoluteRect().bottomRight.toVector2();
if (screen.containsPoint(lastBottomRight)) {
final screenSize = size / camera.zoom;
if (lastBottomRight.x < screenSize.x &&
lastBottomRight.y < screenSize.y) {
add(lastToAdd);
totalAdded++;
} else {
@ -201,7 +237,10 @@ class MultipleShapes extends BaseGame
final _rng = Random();
final _distance = Vector2(100, 0);
MyCollidable createRandomCollidable(MyCollidable lastCollidable) {
MyCollidable createRandomCollidable(
MyCollidable lastCollidable,
ScreenCollidable screen,
) {
final collidableSize = Vector2.all(50) + Vector2.random(_rng) * 100;
final isXOverflow = lastCollidable.position.x +
lastCollidable.size.x / 2 +
@ -213,17 +252,18 @@ class MultipleShapes extends BaseGame
position = (lastCollidable.position + _distance)
..x += collidableSize.x / 2;
}
final velocity = Vector2.random(_rng) * 200;
final velocity = (Vector2.random(_rng) - Vector2.random(_rng)) * 400;
final rotationSpeed = 0.5 - _rng.nextDouble();
final shapeType = Shapes.values[_rng.nextInt(Shapes.values.length)];
switch (shapeType) {
case Shapes.circle:
return CollidableCircle(position, collidableSize, velocity);
return CollidableCircle(position, collidableSize, velocity, screen)
..rotationSpeed = rotationSpeed;
case Shapes.rectangle:
return CollidableRectangle(position, collidableSize, velocity)
return CollidableRectangle(position, collidableSize, velocity, screen)
..rotationSpeed = rotationSpeed;
case Shapes.polygon:
return CollidablePolygon(position, collidableSize, velocity)
return CollidablePolygon(position, collidableSize, velocity, screen)
..rotationSpeed = rotationSpeed;
}
}

View File

@ -0,0 +1,63 @@
import 'dart:math';
import 'dart:ui';
import 'package:flame/components.dart';
import 'package:flame/extensions.dart';
import 'package:flame/game.dart';
import 'package:flame/geometry.dart';
import 'package:flame/gestures.dart';
import 'package:flame/palette.dart';
import 'package:flutter/material.dart' hide Image, Draggable;
enum Shapes { circle, rectangle, polygon }
class OnlyShapes extends BaseGame with HasTapableComponents {
final shapePaint = BasicPalette.red.paint()..style = PaintingStyle.stroke;
final _rng = Random();
Shape randomShape(Vector2 position) {
final shapeType = Shapes.values[_rng.nextInt(Shapes.values.length)];
const size = 50.0;
switch (shapeType) {
case Shapes.circle:
return Circle(radius: size / 2, position: position);
case Shapes.rectangle:
return Rectangle(
position: position,
size: Vector2.all(size),
angle: _rng.nextDouble() * 6,
);
case Shapes.polygon:
final points = [
Vector2.random(_rng),
Vector2.random(_rng)..y *= -1,
-Vector2.random(_rng),
Vector2.random(_rng)..x *= -1,
];
return Polygon.fromDefinition(
points,
position: position,
size: Vector2.all(size),
angle: _rng.nextDouble() * 6,
);
}
}
@override
void onTapDown(int pointerId, TapDownInfo event) {
super.onTapDown(pointerId, event);
final tapDownPoint = event.eventPosition.game;
final component = MyShapeComponent(randomShape(tapDownPoint), shapePaint);
add(component);
}
}
class MyShapeComponent extends ShapeComponent with Tapable {
MyShapeComponent(Shape shape, Paint shapePaint) : super(shape, shapePaint);
@override
bool onTapDown(TapDownInfo event) {
remove();
return true;
}
}