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Collision Zones Using Images

Started by kevin, October 20, 2008, 08:36:33 AM

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kevin

 Collision Zones Using Image

 This example creates two images.  one image represent the visible scene, the other is collision scene. The demo moves a ball objects across the screen (left to right),   The collision image is used to detect how fast the moving object should move.  


PlayBASIC Code: [Select]
   Constant Zone_ShortGrass   =ac(1)
Constant Zone_MedGrass =ac(1)
Constant Zone_LongGrass =ac(1)


Dim Palette(100)
Palette(Zone_ShortGrass) = rgb(55,255,100)
Palette(Zone_MedGrass) = rgb(50,200,0)
Palette(Zone_LongGrass) = rgb(0,100,0)

dim Friction#(100)
Friction#(Zone_ShortGrass) =1
Friction#(Zone_MedGrass) =1.5
Friction#(Zone_LongGrass) =2


; get the screen size
sw=GetScreenWidth()
sh=GetScreenHeight()

; create the visible screen
DisplayScreen =NewIMage(sw,sh)

; create the zone screen.
; the zone screen is the same size as the 'visible'
; but is just used to tell what zone the ball is currently over
ZoneScreen =GetFreeimage()
createfximageex ZoneScreen,sw,sh,32


// Draw the Visible scene..
rendertoimage Displayscreen
c=Palette(Zone_ShortGrass)
shadebox 0,0,sw,sh,c,rgbfade(c,80),c,rgbfade(c,80)

inkmode 1+32
ellipsec sw*0.7,sh*0.5,200,100,true,Palette(Zone_MedGrass)
ellipsec sw*0.7,sh*0.5,100,50,true,Palette(Zone_LongGrass)
inkmode 1


// draw the collision (zone) scene.
rendertoimage Zonescreen
Cls Zone_ShortGrass
ellipsec sw*0.7,sh*0.5,200,100,true,Zone_MedGrass
ellipsec sw*0.7,sh*0.5,100,50,true,Zone_LongGrass



rendertoscreen
setfps 60

ballx#=0
bally#=sh/2
Ballspeed#=2
Do

drawimage DisplayScreen,0,0,false

rendertoimage ZoneScreen

; check what zone the ball is currently over.
ZoneType=Point(Ballx#,Bally#) and 255

rendertoscreen

; get the amount of friction this zone has
Friction#=Friction#(ZoneType)

; move the ball
ballx#=ballx#+(BallSpeed#*1/Friction#)
if ballx#>sw then Ballx#=0

; draw the circle to represent the ball
circle ballx#,bally#,10,true

Sync
loop





ATLUS


kevin


erm, useful. 

It's actually related to this idea -> Mini Golf

kevin

#3
 Rebounding Example / Mini Golf Collision Example

 This is quick 'cut & paste' hack showing some ball objects rebounding of vector environment combined with the friction method above.   Making basically a mini golf frame work.  


PlayBASIC Code: [Select]
   Constant Zone_ShortGrass   =ac(1)
Constant Zone_MedGrass =ac(1)
Constant Zone_LongGrass =ac(1)


Dim Palette(100)
Palette(Zone_ShortGrass) = rgb(55,255,100)
Palette(Zone_MedGrass) = rgb(50,200,0)
Palette(Zone_LongGrass) = rgb(0,100,0)

dim Friction#(100)
Friction#(Zone_ShortGrass) =1
Friction#(Zone_MedGrass) =1.5
Friction#(Zone_LongGrass) =2


; get the screen size
sw=GetScreenWidth()
sh=GetScreenHeight()

; create the visible screen
DisplayScreen =NewIMage(sw,sh)

; create the zone screen.
; the zone screen is the same size as the 'visible'
; but is just used to tell what zone the ball is currently over
ZoneScreen =GetFreeimage()
createfximageex ZoneScreen,sw,sh,32


// Draw the Visible scene..
rendertoimage Displayscreen
c=Palette(Zone_ShortGrass)
shadebox 0,0,sw,sh,c,rgbfade(c,80),c,rgbfade(c,80)

inkmode 1+32
ellipsec sw*0.7,sh*0.5,200,100,true,Palette(Zone_MedGrass)
ellipsec sw*0.7,sh*0.5,100,50,true,Palette(Zone_LongGrass)
inkmode 1


// draw the collision (zone) scene.
rendertoimage Zonescreen
Cls Zone_ShortGrass
ellipsec sw*0.7,sh*0.5,200,100,true,Zone_MedGrass
ellipsec sw*0.7,sh*0.5,100,50,true,Zone_LongGrass



// create collision world
CollisionWorld=CreateVectorWorld()



rendertoscreen


camera=newcamera()
cameracls camera,off

setfps 60



Type tBall
x#,y#,angle#,speed#
endType

Dim Ball as tball List

Do

if Timer()>AddNewBallTime
ball = new Tball
ball.x#=rnd(sw)
ball.y#=rnd(sh)
Ball.Angle#=rnd(360)
Ball.speed#=rndrange(2,10)
AddNewBallTime=timer()+1000
endif

capturetoscene
clsscene

CaptureDepth 100

CameraGrabWorld Camera,CollisionWorld

DrawImage DisplayScreen,0,0,false

CaptureDepth 10

rendertoimage ZoneScreen

for each Ball()

; check what zone the ball is currently over.
ZoneType=Point(Ball.x#,Ball.y#) and 255

; get the amount of friction this zone has
Friction#=Friction#(ZoneType)

; move the ball
Speed#=Ball.Speed#*1/Friction#

newx#=ball.x#+(cos(Ball.angle#)*speed#*1)
newy#=ball.y#+(sin(Ball.angle#)*speed#*1)

if RayIntersectWOrld(CollisionWorld,Ball.x#,Ball.y#,NewX#,NewY#)=true
x2# =getintersectx#(0)
y2# =getintersecty#(0)
; Calc reflection Direction
WallAngle#=AtanFull(getnormaly#(0),getnormalx#(0))
RayAngle#=GetAngle2d(x2#,y2#,ball.x#,ball.y#)
Ball.Angle#=WrapAngle(WallAngle#,WallAngle#-RayAngle#)

ball.x#=x2#
ball.y#=y2#

else
ball.x#=newx#
ball.y#=newy#
endif

; draw the circle to represent the ball
circle ball.x#,ball.y#,10,true
next

drawcamera camera
Sync
loop





Function CreateVectorWorld()
WorldWidth=GetScreenWidth()
WorldHeight=GetScreenHeight()


; Create world
World=NewWorld()
CaptureToWorld World

; draw a series of boarder line for this world
line 0,0,worldwidth,0
line worldwidth,0,worldwidth,worldheight
Login required to view complete source code




ATLUS

#4
Quote from: kevin on October 21, 2008, 07:42:44 AM

Rebounding Example / Mini Golf Collision Example

 This is quick 'cut & paste' hack showing some ball objects rebounding of vector environment combined with the friction method above.   Making basically a mini golf frame work.  


PlayBASIC Code: [Select]
   Constant Zone_ShortGrass   =ac(1)
Constant Zone_MedGrass =ac(1)
Constant Zone_LongGrass =ac(1)


Dim Palette(100)
Palette(Zone_ShortGrass) = rgb(55,255,100)
Palette(Zone_MedGrass) = rgb(50,200,0)
Palette(Zone_LongGrass) = rgb(0,100,0)

dim Friction#(100)
Friction#(Zone_ShortGrass) =1
Friction#(Zone_MedGrass) =1.5
Friction#(Zone_LongGrass) =2


; get the screen size
sw=GetScreenWidth()
sh=GetScreenHeight()

; create the visible screen
DisplayScreen =NewIMage(sw,sh)

; create the zone screen.
; the zone screen is the same size as the 'visible'
; but is just used to tell what zone the ball is currently over
ZoneScreen =GetFreeimage()
createfximageex ZoneScreen,sw,sh,32


// Draw the Visible scene..
rendertoimage Displayscreen
c=Palette(Zone_ShortGrass)
shadebox 0,0,sw,sh,c,rgbfade(c,80),c,rgbfade(c,80)

inkmode 1+32
ellipsec sw*0.7,sh*0.5,200,100,true,Palette(Zone_MedGrass)
ellipsec sw*0.7,sh*0.5,100,50,true,Palette(Zone_LongGrass)
inkmode 1


// draw the collision (zone) scene.
rendertoimage Zonescreen
Cls Zone_ShortGrass
ellipsec sw*0.7,sh*0.5,200,100,true,Zone_MedGrass
ellipsec sw*0.7,sh*0.5,100,50,true,Zone_LongGrass



// create collision world
CollisionWorld=CreateVectorWorld()



rendertoscreen


camera=newcamera()
cameracls camera,off

setfps 60



Type tBall
x#,y#,angle#,speed#
endType

Dim Ball as tball List

Do

if Timer()>AddNewBallTime
ball = new Tball
ball.x#=rnd(sw)
ball.y#=rnd(sh)
Ball.Angle#=rnd(360)
Ball.speed#=rndrange(2,10)
AddNewBallTime=timer()+1000
endif

capturetoscene
clsscene

CaptureDepth 100

CameraGrabWorld Camera,CollisionWorld

DrawImage DisplayScreen,0,0,false

CaptureDepth 10

rendertoimage ZoneScreen

for each Ball()

; check what zone the ball is currently over.
ZoneType=Point(Ball.x#,Ball.y#) and 255

; get the amount of friction this zone has
Friction#=Friction#(ZoneType)

; move the ball
Speed#=Ball.Speed#*1/Friction#

newx#=ball.x#+(cos(Ball.angle#)*speed#*1)
newy#=ball.y#+(sin(Ball.angle#)*speed#*1)

if RayIntersectWOrld(CollisionWorld,Ball.x#,Ball.y#,NewX#,NewY#)=true
x2# =getintersectx#(0)
y2# =getintersecty#(0)
; Calc reflection Direction
WallAngle#=AtanFull(getnormaly#(0),getnormalx#(0))
RayAngle#=GetAngle2d(x2#,y2#,ball.x#,ball.y#)
Ball.Angle#=WrapAngle(WallAngle#,WallAngle#-RayAngle#)

ball.x#=x2#
ball.y#=y2#

else
ball.x#=newx#
ball.y#=newy#
endif

; draw the circle to represent the ball
circle ball.x#,ball.y#,10,true
next

drawcamera camera
Sync
loop





Function CreateVectorWorld()
WorldWidth=GetScreenWidth()
WorldHeight=GetScreenHeight()


; Create world
World=NewWorld()
CaptureToWorld World

; draw a series of boarder line for this world
line 0,0,worldwidth,0
line worldwidth,0,worldwidth,worldheight
Login required to view complete source code


WoW its nice!!

micky4fun

 ;D Thanks Kevin and ATLUS ,  ;D

WOW !!!  great stuff , love the program
got my brain ticking

thanks