(02-03-2023, 12:19 PM)OldMoses Wrote:(01-30-2023, 04:40 PM)bplus Wrote: Actually I should get the spider clear of the collision and then reverse it or turn it. That would likely solve the original problem with reversing both spiders. If they aren't clear of each other they will reverse direction again and come together and collide again... thus getting stuck. The same goes for balls colliding with walls, just changing direction works but it is inaccurate. It should be backed up to point of collision and then direction changed.
I tried it with a few changes that eschew the angle part and just orient one spider away from the one it's colliding with. Orientation is based upon a reversal of the displacement between the two, such that even when additional collisions are detected, they will not seriously alter the direction. With some tweaking I might be able to get spiders to chase each other.
Code: (Select All)OPTION _EXPLICIT
_TITLE "Spiders refactored Collision Experiment" 'b+ 2023-01-28 !!! Speaker volume around 20 maybe! !!!
' Experiment is to only change direction of spider that bumps into another (first) not both spiders
' I want to see I can avoid pile ups that way instead of changing directions 30% of time.
' Yes! I luv the spinning spiders and 100% reactions to collisions by 1 spider at least
' !!!!!!!!!!!!!!!!!!! Escape to Quit !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
RANDOMIZE TIMER
DIM SHARED xmax AS INTEGER, ymax AS INTEGER
xmax = _DESKTOPWIDTH
ymax = _DESKTOPHEIGHT
CONST nSpinners = 30
TYPE Vec2
x AS SINGLE
y AS SINGLE
END TYPE
TYPE SpinnerType
p AS Vec2
d AS Vec2
'a AS SINGLE
sz AS SINGLE
c AS _UNSIGNED LONG
END TYPE
DIM SHARED s(1 TO nSpinners) AS SpinnerType
TYPE boxType ' for PixelCollison&
AS SINGLE dx, dy
'AS Vec2 d
AS LONG img, x, y, w, h
c AS _UNSIGNED LONG
END TYPE
'DIM power1
DIM AS LONG i, j, iImg, jImg, lc, i2, sc, intx, inty
DIM AS boxType sIo, sJo
sc = _SCREENIMAGE
SCREEN _NEWIMAGE(xmax, ymax, 32)
_FULLSCREEN
FOR i = 1 TO nSpinners
newSpinner i
NEXT
i2 = 1
WHILE INKEY$ <> CHR$(27)
_PUTIMAGE , sc, 0
lc = lc + 1
IF lc MOD 100 = 99 THEN
lc = 0
IF i2 < nSpinners THEN i2 = i2 + 1
END IF
FOR i = 1 TO i2
'ready for collision check
' max sz = .75 which needs 140 x 140 image square +++++++++++++++++++++++++
iImg = _NEWIMAGE(140, 140, 32)
_DEST iImg
drawSpinner iImg, 70, 70, s(i).sz, _ATAN2(s(i).d.y, s(i).d.x), s(i).c
_DEST 0
sIo.x = s(i).p.x - 70
sIo.y = s(i).p.y - 70
sIo.w = 140
sIo.h = 140
sIo.img = iImg ' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++
's(i).a = _ATAN2(s(i).d.y, s(i).d.x)
'power1 = _HYPOT(s(i).d.x, s(i).d.y) '(s(i).dx ^ 2 + s(i).dy ^ 2) ^ .5
'imoved = 0
FOR j = i + 1 TO i2
' max sz = .75 which needs 140 x 140 image square +++++++++++++++++++++
jImg = _NEWIMAGE(140, 140, 32)
_DEST jImg
drawSpinner jImg, 70, 70, s(j).sz, _ATAN2(s(j).d.y, s(j).d.x), s(j).c
_DEST 0
sJo.x = s(j).p.x - 70
sJo.y = s(j).p.y - 70
sJo.w = 140
sJo.h = 140
sJo.img = jImg
IF PixelCollision&(sIo, sJo, intx, inty) THEN '+++++++++++++++++++++++++++++++++++++++
SOUND RND * 5000 + 1000, .1 * RND
's(i).a = s(i).a + _PI(.33) ' turn 30 degrees
's(i).d.x = power1 * COS(s(i).a) 'update dx, dy
's(i).d.y = power1 * SIN(s(i).a)
DIM sep AS Vec2
sep = s(i).p: R2_Add sep, s(j).p, -1 'separation vector between spiders
R2_Norm s(i).d, sep, R2_Mag(s(i).d) 'set displacement to separation vector same speed
R2_Add s(i).p, s(i).d, 3 'add 3x displacement "jump" to position
EXIT FOR
END IF
_FREEIMAGE jImg
NEXT
R2_Add s(i).p, s(i).d, 1
IF s(i).p.x < -100 OR s(i).p.x > xmax + 100 OR s(i).p.y < -100 OR s(i).p.y > ymax + 100 THEN newSpinner i
_PUTIMAGE (s(i).p.x - 70, s(i).p.y - 70), iImg, 0
_FREEIMAGE iImg
NEXT
_DISPLAY
_LIMIT 15
WEND
SUB newSpinner (i AS INTEGER) 'set Spinners dimensions start angles, color?
DIM r
s(i).sz = RND * .25 + .5
IF RND < .5 THEN r = -1 ELSE r = 1
s(i).d.x = (s(i).sz * RND * 8) * r * 2 + 2: s(i).d.y = (s(i).sz * RND * 8) * r * 2 + 2
r = INT(RND * 4)
SELECT CASE r
CASE 0: s(i).p.x = RND * (xmax - 120) + 60: s(i).p.y = 0: IF s(i).d.y < 0 THEN s(i).d.y = -s(i).d.y
CASE 1: s(i).p.x = RND * (xmax - 120) + 60: s(i).p.y = ymax: IF s(i).d.y > 0 THEN s(i).d.y = -s(i).d.y
CASE 2: s(i).p.x = 0: s(i).p.y = RND * (ymax - 120) + 60: IF s(i).d.x < 0 THEN s(i).d.x = -s(i).d.x
CASE 3: s(i).p.x = xmax: s(i).p.y = RND * (ymax - 120) + 60: IF s(i).d.x > 0 THEN s(i).d.x = -s(i).d.x
END SELECT
r = RND * 100 + 40
s(i).c = _RGB32(r, .5 * RND * r, RND * .25 * r)
END SUB
SUB drawSpinner (idest&, x AS INTEGER, y AS INTEGER, scale AS SINGLE, heading AS SINGLE, c AS _UNSIGNED LONG)
DIM x1, x2, x3, x4, y1, y2, y3, y4, r, a, a1, a2, lg, d, rd, red, blue, green
STATIC switch AS INTEGER
switch = switch + 2
switch = switch MOD 16 + 1
red = _RED32(c): green = _GREEN32(c): blue = _BLUE32(c)
r = 10 * scale
x1 = x + r * COS(heading): y1 = y + r * SIN(heading)
r = 2 * r 'lg lengths
FOR lg = 1 TO 8
IF lg < 5 THEN
a = heading + .9 * lg * _PI(1 / 5) + (lg = switch) * _PI(1 / 10)
ELSE
a = heading - .9 * (lg - 4) * _PI(1 / 5) - (lg = switch) * _PI(1 / 10)
END IF
x2 = x1 + r * COS(a): y2 = y1 + r * SIN(a)
drawLink idest&, x1, y1, 3 * scale, x2, y2, 2 * scale, _RGB32(red + 20, green + 10, blue + 5)
IF lg = 1 OR lg = 2 OR lg = 7 OR lg = 8 THEN d = -1 ELSE d = 1
a1 = a + d * _PI(1 / 12)
x3 = x2 + r * 1.5 * COS(a1): y3 = y2 + r * 1.5 * SIN(a1)
drawLink idest&, x2, y2, 2 * scale, x3, y3, scale, _RGB32(red + 35, green + 17, blue + 8)
rd = INT(RND * 8) + 1
a2 = a1 + d * _PI(1 / 8) * rd / 8
x4 = x3 + r * 1.5 * COS(a2): y4 = y3 + r * 1.5 * SIN(a2)
drawLink idest&, x3, y3, scale, x4, y4, scale, _RGB32(red + 50, green + 25, blue + 12)
NEXT
r = r * .5
fcirc x1, y1, r, _RGB32(red - 20, green - 10, blue - 5)
x2 = x1 + (r + 1) * COS(heading - _PI(1 / 12)): y2 = y1 + (r + 1) * SIN(heading - _PI(1 / 12))
fcirc x2, y2, r * .2, &HFF000000
x2 = x1 + (r + 1) * COS(heading + _PI(1 / 12)): y2 = y1 + (r + 1) * SIN(heading + _PI(1 / 12))
fcirc x2, y2, r * .2, &HFF000000
r = r * 2
x1 = x + r * .9 * COS(heading + _PI): y1 = y + r * .9 * SIN(heading + _PI)
TiltedEllipseFill idest&, x1, y1, r, .7 * r, heading + _PI, _RGB32(red, green, blue)
END SUB
SUB drawLink (idest&, x1, y1, r1, x2, y2, r2, c AS _UNSIGNED LONG)
DIM a, a1, a2, x3, x4, x5, x6, y3, y4, y5, y6
a = _ATAN2(y2 - y1, x2 - x1)
a1 = a + _PI(1 / 2)
a2 = a - _PI(1 / 2)
x3 = x1 + r1 * COS(a1): y3 = y1 + r1 * SIN(a1)
x4 = x1 + r1 * COS(a2): y4 = y1 + r1 * SIN(a2)
x5 = x2 + r2 * COS(a1): y5 = y2 + r2 * SIN(a1)
x6 = x2 + r2 * COS(a2): y6 = y2 + r2 * SIN(a2)
fquad idest&, x3, y3, x4, y4, x5, y5, x6, y6, c
fcirc x1, y1, r1, c
fcirc x2, y2, r2, c
END SUB
'need 4 non linear points (not all on 1 line) list them clockwise so x2, y2 is opposite of x4, y4
SUB fquad (idest&, x1 AS INTEGER, y1 AS INTEGER, x2 AS INTEGER, y2 AS INTEGER, x3 AS INTEGER, y3 AS INTEGER, x4 AS INTEGER, y4 AS INTEGER, c AS _UNSIGNED LONG)
ftri idest&, x1, y1, x2, y2, x4, y4, c
ftri idest&, x3, y3, x4, y4, x1, y1, c
END SUB
SUB ftri (idest&, x1, y1, x2, y2, x3, y3, K AS _UNSIGNED LONG)
DIM a&
a& = _NEWIMAGE(1, 1, 32)
_DEST a&
PSET (0, 0), K
_DEST idest&
_MAPTRIANGLE _SEAMLESS(0, 0)-(0, 0)-(0, 0), a& TO(x1, y1)-(x2, y2)-(x3, y3)
_FREEIMAGE a& '<<< this is important!
END SUB
SUB fcirc (CX AS INTEGER, CY AS INTEGER, R AS INTEGER, C AS _UNSIGNED LONG)
DIM Radius AS INTEGER, RadiusError AS INTEGER
DIM X AS INTEGER, Y AS INTEGER
Radius = ABS(R): RadiusError = -Radius: X = Radius: Y = 0
IF Radius = 0 THEN PSET (CX, CY), C: EXIT SUB
LINE (CX - X, CY)-(CX + X, CY), C, BF
WHILE X > Y
RadiusError = RadiusError + Y * 2 + 1
IF RadiusError >= 0 THEN
IF X <> Y + 1 THEN
LINE (CX - Y, CY - X)-(CX + Y, CY - X), C, BF
LINE (CX - Y, CY + X)-(CX + Y, CY + X), C, BF
END IF
X = X - 1
RadiusError = RadiusError - X * 2
END IF
Y = Y + 1
LINE (CX - X, CY - Y)-(CX + X, CY - Y), C, BF
LINE (CX - X, CY + Y)-(CX + X, CY + Y), C, BF
WEND
END SUB
SUB TiltedEllipseFill (destHandle&, x0, y0, a, b, ang, c AS _UNSIGNED LONG)
DIM TEmax AS INTEGER, mx2 AS INTEGER, i AS INTEGER, j AS INTEGER, k AS SINGLE, lasti AS SINGLE, lastj AS SINGLE
DIM prc AS _UNSIGNED LONG, tef AS LONG
prc = _RGB32(255, 255, 255, 255)
IF a > b THEN TEmax = a + 1 ELSE TEmax = b + 1
mx2 = TEmax + TEmax
tef = _NEWIMAGE(mx2, mx2)
_DEST tef
_SOURCE tef 'point wont read without this!
FOR k = 0 TO 6.2832 + .05 STEP .1
i = TEmax + a * COS(k) * COS(ang) + b * SIN(k) * SIN(ang)
j = TEmax + a * COS(k) * SIN(ang) - b * SIN(k) * COS(ang)
IF k <> 0 THEN
LINE (lasti, lastj)-(i, j), prc
ELSE
PSET (i, j), prc
END IF
lasti = i: lastj = j
NEXT
DIM xleft(mx2) AS INTEGER, xright(mx2) AS INTEGER, x AS INTEGER, y AS INTEGER
FOR y = 0 TO mx2
x = 0
WHILE POINT(x, y) <> prc AND x < mx2
x = x + 1
WEND
xleft(y) = x
WHILE POINT(x, y) = prc AND x < mx2
x = x + 1
WEND
WHILE POINT(x, y) <> prc AND x < mx2
x = x + 1
WEND
IF x = mx2 THEN xright(y) = xleft(y) ELSE xright(y) = x
NEXT
_DEST destHandle&
FOR y = 0 TO mx2
IF xleft(y) <> mx2 THEN LINE (xleft(y) + x0 - TEmax, y + y0 - TEmax)-(xright(y) + x0 - TEmax, y + y0 - TEmax), c, BF
NEXT
_FREEIMAGE tef
END SUB
'Function PixelCollide (Obj1 As TypeSPRITE, Obj2 As TypeSPRITE, Intersect As TypePOINT)
' '--------------------------------------------------------------------------------------------------------
' '- Checks for pixel perfect collision between two rectangular areas. -
' '- Returns -1 if in collision -
' '- Returns 0 if no collision -
' '- -
' '- obj1 - rectangle 1 coordinates -
' '- obj2 - rectangle 2 coordinates -
' '---------------------------------------------------------------------
' Dim x%, y%
' Dim x1%, y1% ' upper left x,y coordinate of rectangular collision area
' Dim x2%, y2% ' lower right x,y coordinate of rectangular collision area
' Dim Test1& ' overlap image 1 to test for collision
' Dim Test2& ' overlap image 2 to test for collision
' Dim Hit% ' -1 (TRUE) if a collision occurs, 0 (FALSE) otherwise
' Dim Osource& ' original source image handle
' Dim p1~& ' alpha value of pixel on image 1
' Dim p2~& ' alpha value of pixel on image 2
' Obj1.x2 = Obj1.x1 + _Width(Obj1.image) - 1 ' calculate lower right x,y coordinates of both objects
' Obj1.y2 = Obj1.y1 + _Height(Obj1.image) - 1
' Obj2.x2 = Obj2.x1 + _Width(Obj2.image) - 1
' Obj2.y2 = Obj2.y1 + _Height(Obj2.image) - 1
' Hit% = 0 ' assume no collision
' '+-------------------------------------+
' '| perform rectangular collision check |
' '+-------------------------------------+
' If Obj1.x2 >= Obj2.x1 Then ' rect 1 lower right X >= rect 2 upper left X ?
' If Obj1.x1 <= Obj2.x2 Then ' rect 1 upper left X <= rect 2 lower right X ?
' If Obj1.y2 >= Obj2.y1 Then ' rect 1 lower right Y >= rect 2 upper left Y ?
' If Obj1.y1 <= Obj2.y2 Then ' rect 1 upper left Y <= rect 2 lower right Y ?
' '+-----------------------------------------------------------------------+
' '| rectangular collision detected, perform pixel perfect collision check |
' '+-----------------------------------------------------------------------+
' If Obj2.x1 <= Obj1.x1 Then x1% = Obj1.x1 Else x1% = Obj2.x1 ' calculate overlapping coordinates
' If Obj2.y1 <= Obj1.y1 Then y1% = Obj1.y1 Else y1% = Obj2.y1
' If Obj2.x2 <= Obj1.x2 Then x2% = Obj2.x2 Else x2% = Obj1.x2
' If Obj2.y2 <= Obj1.y2 Then y2% = Obj2.y2 Else y2% = Obj1.y2
' Test1& = _NewImage(x2% - x1% + 1, y2% - y1% + 1, 32) ' make overlap image of object 1
' Test2& = _NewImage(x2% - x1% + 1, y2% - y1% + 1, 32) ' make overlap image of object 2
' _PutImage (-(x1% - Obj1.x1), -(y1% - Obj1.y1)), Obj1.image, Test1& ' place overlap area of object 1
' _PutImage (-(x1% - Obj2.x1), -(y1% - Obj2.y1)), Obj2.image, Test2& ' place overlap area of object 2
' x% = 0 ' reset overlap area coordinate counters
' y% = 0
' Osource& = _Source ' remember calling source
' Do ' begin pixel collide loop
' _Source Test1& ' read from image 1
' p1~& = _Alpha32(Point(x%, y%)) ' get alpha level of pixel
' _Source Test2& ' read from image 2
' p2~& = _Alpha32(Point(x%, y%)) ' get alpha level of pixel
' If (p1~& <> 0) And (p2~& <> 0) Then ' are both pixels transparent?
' Hit% = -1 ' no, there must be a collision
' Intersect.x = x1% + x% ' return collision coordinates
' Intersect.y = y1% + y% '
' End If
' x% = x% + 1 ' increment column counter
' If x% > _Width(Test1&) - 1 Then ' beyond last column?
' x% = 0 ' yes, reset x
' y% = y% + 1 ' increment row counter
' End If
' Loop Until y% > _Height(Test1&) - 1 Or Hit% ' leave when last row or collision detected
' _Source Osource& ' restore calling source
' _FreeImage Test1& ' remove temporary image from RAM
' _FreeImage Test2&
' End If
' End If
' End If
' End If
' PixelCollide = Hit% ' return result of collision check
'End Function
FUNCTION BoxCollision% (b1x, b1y, b1w, b1h, b2x, b2y, b2w, b2h)
' x, y represent the box left most x and top most y
' w, h represent the box width and height which is the usual way sprites / tiles / images are described
' such that boxbottom = by + bh
' and boxright = bx + bw
IF (b1y + b1h < b2y) OR (b1y > b2y + b2h) OR (b1x > b2x + b2w) OR (b1x + b1w < b2x) THEN
BoxCollision% = 0
ELSE
BoxCollision% = -1
END IF
END FUNCTION
' this needs max, min functions as well as BoxCollision%
SUB Intersect2Boxes (b1x, b1y, b1w, b1h, b2x, b2y, b2w, b2h, bix AS LONG, biy AS LONG, biw AS LONG, bih AS LONG)
IF b2x >= b1x AND b2x <= b1x + b1w AND b2y >= b1y AND b2y <= b1y + b1h THEN 'top left corner in 2nd box
bix = b2x: biy = b2y
IF b2x + b2w <= b1x + b1w THEN biw = b2w ELSE biw = b1x + b1w - b2x
IF b2y + b2h <= b1y + b1h THEN bih = b2h ELSE bih = b1y + b1h - b2y
ELSEIF b2x >= b1x AND b2x <= b1x + b1w AND b2y + b2h >= b1y AND b2y + b2h <= b1y + b1h THEN 'bottom left corner of 2nd box in first
bix = b2x
IF b2x + b2w <= b1x + b1w THEN biw = b2w ELSE biw = b1x + b1w - b2x
IF b2y <= b1y THEN biy = b1y: bih = b2y + b2h - b1y ELSE biy = b2y: bih = b2h
ELSEIF b2x + b2w >= b1x AND b2x + b2w <= b1x + b1w AND b2y >= b1y AND b2y <= b1y + b1h THEN 'right top corner 2nd box in first
IF b2x >= b1x THEN bix = b2x: biw = b2w ELSE bix = b1x: biw = b2x + b2w - b1x
biy = b2y
IF b2y + b2h <= b1y + b1h THEN bih = b2h ELSE bih = b1y + b1h - b2y
ELSEIF b2x + b2w >= b1x AND b2x + b2w <= b1x + b1w AND b2y + b2h >= b1y AND b2y + b2h <= b1y + b1h THEN 'left bottom corners in first box
IF b2x >= b1x THEN bix = b2x: biw = b2w ELSE bix = b1x: biw = b2x + b2w - b1x
IF b2y >= b1y THEN biy = b2y: bih = b2h ELSE biy = b1y: bih = b2y + b2h - b1y
ELSEIF BoxCollision%(b1x, b1y, b1w, b1h, b2x, b2y, b2w, b2h) THEN
bix = max(b1x, b2x): biy = max(b1y, b2y)
biw = min(b1x + b1w, b2x + b2w) - bix: bih = min(b1y + b1h, b2y + b2h) - biy
ELSE 'no intersect
bix = -1: biy = -1: biw = 0: bih = 0
END IF
END SUB
FUNCTION max (a, b)
IF a > b THEN max = a ELSE max = b
END FUNCTION
FUNCTION min (a, b)
IF a < b THEN min = a ELSE min = b
END FUNCTION
' this sub needs Intersect2Boxes which uses max, min, and BoxCollision Functions
FUNCTION PixelCollision& (img1 AS boxType, img2 AS boxType, intx AS LONG, inty AS LONG)
' boxType here needs at least an x, y, w, h and img
DIM AS LONG x, y, ix, iy, iw, ih
DIM AS _UNSIGNED LONG p1, p2
intx = -1: inty = -1 ' no collision set
Intersect2Boxes img1.x, img1.y, img1.w, img1.h, img2.x, img2.y, img2.w, img2.h, ix, iy, iw, ih
IF ix <> -1 THEN ' the boxes intersect
y = iy: x = ix
DO
_SOURCE img1.img
p1 = POINT(x - img1.x, y - img1.y) ' point minus img x, y location = location in image I hope
_SOURCE img2.img
p2 = POINT(x - img2.x, y - img2.y)
IF (p1 <> 0) AND (p2 <> 0) THEN
PixelCollision& = -1: intx = x: inty = y: EXIT FUNCTION
END IF
IF (x + 1) > (ix + iw - 1) THEN ' get rid of 2 slow For Loops
x = ix: y = y + 1
IF y >= (iy + ih - 1) THEN
_SOURCE 0: EXIT FUNCTION
ELSE
y = y + 1
END IF
ELSE
x = x + 1
END IF
LOOP
END IF
END FUNCTION
SUB R2_Add (re AS Vec2, se AS Vec2, m AS INTEGER)
re.x = re.x + se.x * m
re.y = re.y + se.y * m
END SUB 'R3_Add
SUB R2_Norm (re AS Vec2, v AS Vec2, scalar AS SINGLE)
DIM m!
DIM t AS Vec2
t = v
m! = R2_Mag!(t)
IF m! = 0 THEN
re.x = 0: re.y = 0
ELSE
re.x = (t.x / m!) * scalar
re.y = (t.y / m!) * scalar
END IF
END SUB 'R2_Norm
FUNCTION R2_Mag! (v AS Vec2)
'--------------------------------------------------------------------------
'-Obtain the scalar magnitude of 2D vector (v) -
'--------------------------------------------------------------------------
R2_Mag! = _HYPOT(v.x, v.y)
END FUNCTION 'R2_Mag!
Nice mod @Oldmoses, You have achieved a better spider reaction to collision, one I was hoping to get.
When a slow spider gets in front of a large (which moves faster) it keeps getting bumped forward. A little less same direction and it gets slowly spun out of way as bigger spider plows through.
Your vector magic looking good!
b = b + ...