Android Open Source - Avoidance Wall Collision Handler






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Back to project page Avoidance.

License

The source code is released under:

GNU General Public License

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Java Source Code

/* 
 * Copyright (c) 2012 Jakob Svensson/* www.  j a  v  a 2 s. c  o  m*/
 * 
 * This file is part of Avoidance.
 * 
 * Avoidance is free software: you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation, either version 3 of the License, or
 * (at your option) any later version.
 *
 * Avoidance is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with Avoidance.  If not, see <http://www.gnu.org/licenses/>. 
 *  
 */
package se.chalmers.avoidance.core.collisionhandlers;

import se.chalmers.avoidance.core.components.Size;
import se.chalmers.avoidance.core.components.Sound;
import se.chalmers.avoidance.core.components.Transform;
import se.chalmers.avoidance.core.components.Velocity;
import se.chalmers.avoidance.util.Utils;

import com.artemis.ComponentMapper;
import com.artemis.Entity;
import com.artemis.World;

/**
 * Handles collisions between the player and a wall.
 * 
 * @author Jakob Svensson
 * @author Markus Ekstr?m
 */
public class WallCollisionHandler implements CollisionHandler {
  private ComponentMapper<Velocity> velocityMapper;
  private ComponentMapper<Transform> transformMapper;
  private ComponentMapper<Size> sizeMapper;
  private ComponentMapper<Sound> soundMapper;

  private Transform playerTransform;
  private Size playerSize;

  private float wallWidth;
  private float wallHeight;
  private float wallX;
  private float wallY;
  private float angle;
  private float newAngle;

  /**
   * Constructs a WallCollisionHandler
   * 
   * @param world
   *            The world.
   */
  public WallCollisionHandler(World world) {
    velocityMapper = ComponentMapper.getFor(Velocity.class, world);
    transformMapper = ComponentMapper.getFor(Transform.class, world);
    sizeMapper = ComponentMapper.getFor(Size.class, world);
    soundMapper = ComponentMapper.getFor(Sound.class, world);

  }

  /**
   * Handles collision between moving entities and walls
   * 
   * @param movingEntity
   *            the moving entity
   * @param wall
   *            the wall
   */
  public void handleCollision(Entity movingEntity, Entity wall) {
    Size wallSize = sizeMapper.get(wall);
    Transform wallTransform = transformMapper.get(wall);
    Velocity playerVelocity = velocityMapper.get(movingEntity);

    playerSize = sizeMapper.get(movingEntity);
    playerTransform = transformMapper.get(movingEntity);

    Sound sound = soundMapper.get(wall);
    if (sound != null) {
      sound.setPlaying(true);
    }

    wallWidth = wallSize.getWidth();
    wallHeight = wallSize.getHeight();
    wallX = wallTransform.getX();
    wallY = wallTransform.getY();
    angle = playerVelocity.getAngle();
    newAngle = angle;

    // Check if player collides with horizontal side or vertical side
    if (playerTransform.getX() + playerSize.getWidth() / 2 > wallX
        && playerTransform.getX() + playerSize.getWidth() / 2 < wallX
            + wallWidth) {
      handleHorisontalSideCollision();
    } else if (playerTransform.getY() + playerSize.getHeight() / 2 > wallY
        && playerTransform.getY() + playerSize.getHeight() / 2 < wallY
            + wallHeight) {
      handleVerticalSideCollision();
    } else {
      // Corner or almost corner collision
      handleCornerCollison();
    }
    playerVelocity.setAngle(newAngle);

  }

  private void handleHorisontalSideCollision() {
    newAngle = flipVertical(angle);
    if (angle > Math.PI) {
      // Collision on lower side of the wall
      playerTransform.setY(wallY + wallHeight);
    } else {
      // Collision on upper side of the wall
      playerTransform.setY(wallY - playerSize.getHeight());
    }
  }

  private void handleVerticalSideCollision() {
    newAngle = flipHorizontal(angle);
    if (angle > Math.PI / 2 && angle < (Math.PI * 3) / 2) {
      // Collision on right side of wall
      playerTransform.setX(wallX + wallWidth);
    } else {
      // Collision on left side of wall
      playerTransform.setX(wallX - playerSize.getWidth());
    }

  }

  private void handleCornerCollison() {
    if (playerTransform.getX() > wallX) {
      if (playerTransform.getY() > wallY) {
        // Collision near lower right corner
        playerTransform.setX(wallX + wallWidth);
        playerTransform.setY(wallY + wallHeight);
      } else {
        // Collision near upper right corner
        playerTransform.setX(wallX + wallWidth);
        playerTransform.setY(wallY - playerSize.getHeight());
      }
    } else {
      if (playerTransform.getY() > wallY) {
        // Collision near lower left corner
        playerTransform.setX(wallX - playerSize.getWidth());
        playerTransform.setY(wallY + wallHeight);
      } else {
        // Collision near upper left corner
        playerTransform.setX(wallX - playerSize.getWidth());
        playerTransform.setY(wallY - playerSize.getHeight());
      }
    }
    newAngle = Utils.reverseAngle(angle);
  }

  private float flipVertical(float angle) {
    return angle * -1;
  }

  private float flipHorizontal(float angle) {
    // Translate and then flip vertical
    newAngle = angle + (float) Math.PI / 2;
    newAngle = flipVertical(newAngle);
    newAngle -= Math.PI / 2;
    return newAngle;
  }
}




Java Source Code List

se.chalmers.avoidance.MainActivity.java
se.chalmers.avoidance.constants.EventMessageConstants.java
se.chalmers.avoidance.constants.FileConstants.java
se.chalmers.avoidance.constants.FontConstants.java
se.chalmers.avoidance.constants.GameConstants.java
se.chalmers.avoidance.core.EntityFactory.java
se.chalmers.avoidance.core.collisionhandlers.CollisionHandler.java
se.chalmers.avoidance.core.collisionhandlers.EnemyCollisionHandler.java
se.chalmers.avoidance.core.collisionhandlers.GameOverNotifier.java
se.chalmers.avoidance.core.collisionhandlers.KillplayerobstacleCollisionHandler.java
se.chalmers.avoidance.core.collisionhandlers.PitobstacleCollisionHandler.java
se.chalmers.avoidance.core.collisionhandlers.PowerUpCollisionHandler.java
se.chalmers.avoidance.core.collisionhandlers.WallCollisionHandler.java
se.chalmers.avoidance.core.components.Acceleration.java
se.chalmers.avoidance.core.components.Buff.java
se.chalmers.avoidance.core.components.Friction.java
se.chalmers.avoidance.core.components.Immortal.java
se.chalmers.avoidance.core.components.Jump.java
se.chalmers.avoidance.core.components.Score.java
se.chalmers.avoidance.core.components.Size.java
se.chalmers.avoidance.core.components.Sound.java
se.chalmers.avoidance.core.components.Spatial.java
se.chalmers.avoidance.core.components.Time.java
se.chalmers.avoidance.core.components.Transform.java
se.chalmers.avoidance.core.components.Velocity.java
se.chalmers.avoidance.core.states.GameOverScene.java
se.chalmers.avoidance.core.states.GameState.java
se.chalmers.avoidance.core.states.HighScoreState.java
se.chalmers.avoidance.core.states.IState.java
se.chalmers.avoidance.core.states.MenuState.java
se.chalmers.avoidance.core.states.StateID.java
se.chalmers.avoidance.core.states.StateManager.java
se.chalmers.avoidance.core.systems.CollisionSystem.java
se.chalmers.avoidance.core.systems.EnemyControlSystem.java
se.chalmers.avoidance.core.systems.HudRenderSystem.java
se.chalmers.avoidance.core.systems.PlayerControlSystem.java
se.chalmers.avoidance.core.systems.SoundSystem.java
se.chalmers.avoidance.core.systems.SpatialRenderSystem.java
se.chalmers.avoidance.core.systems.SpawnSystem.java
se.chalmers.avoidance.input.AccelerometerListener.java
se.chalmers.avoidance.input.TouchListener.java
se.chalmers.avoidance.util.AudioManager.java
se.chalmers.avoidance.util.FileUtils.java
se.chalmers.avoidance.util.ScreenResolution.java
se.chalmers.avoidance.util.Utils.java