7
votes
1answer
3k views

Microsoft XNA Platformer Example, is the Collsion Detection implemented accurately?

The example provided by Microsoft seems as if the collision detection (from what I can see) will have a small error. When the user collides with an Unpassable tile, the depth of the intersection is ...
8
votes
2answers
2k views

Collision resolution in case of collision with multiple objects

I have static objects and movable objects. The collisions are detected using the separating-axis-theorem. For example, in this situation I have two static objects (in red): and a movable object ...
5
votes
3answers
382 views

How to separate colliding objects without creating more collisions

Suppose I use a simple discrete collision detection system where I move all objects then check for collisions. I want any colliding objects to be separated (of course) and assigned appropriate ...
3
votes
1answer
649 views

Circle-Rectangle collision in a tile map game

I am making a 2D tile map based putt-putt game. I have collision detection working between the ball and the walls of the map, although when the ball collides at the meeting point between 2 tiles I ...
0
votes
2answers
2k views

Breakout collision using 2D Rectangles?

Here is my code: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; namespace BreakOut { class Field { public static ...
8
votes
4answers
958 views

Collision rectangle response

I'm having difficulties getting a moveable rectangle to collide with more than one rectangle. I'm using SFML and it has a handy function called intersects which takes 2 rectangles and returns the ...
5
votes
2answers
1k views

Collision Detection, player correction

I am having some problems with collision detection, I have 2 types of objects excluding the player. Tiles and what I call MapObjects. The tiles are all 16x16, where the MapObjects can be any size, but ...
3
votes
1answer
548 views

Character jittering with this tile based collision code

I have been trying to get my collision code working for hours now but with every resource I have tried my character still jitters. First I tried using the platformer sample but my character still ...
1
vote
1answer
209 views

How to detect screen boundary using AndEngine GLES1?

I am using the AnalogOnScreenControl to move my sprite around the screen. I would like to restrict the sprite so it can not move outside the screen boundaries. I have tried putting a line at the ...
0
votes
1answer
311 views

How can I determine which direction a 2D collision is occurring from?

The problem is as follows: Think 2D Zelda (Links Awakening, A Link to the Past) style movement where you can run into walls from any of the four cardinal directions, or basically up, down, left, and ...
3
votes
2answers
608 views

Circle-Rectangle collision resolution

I have a non axis aligned rectangle, like a car, in my game. I have to check and resolve the collision between the rectangle and circle, which is stationary. I have found lots of ways to determine ...
1
vote
1answer
815 views

2D platformer multiple rectangle collision cause jitter

I posted this question two weeks ago: 2D platformer corner collision and I implemented NoobsArePeople2's solution. Problem is, when player intersects two rectangles that are inside each other, he ...