Unity - Detect collision with a specific tile, depending on physics shape - c#

I have my game set up to detect collisions with a TilemapCollider2D. All of my tiles have their own custom physics shapes (half cells, triangles, etc.), and so far this part works.
Now, I want to have the ability to not only detect a collision, but also detect which tile that collision was with. Most solutions I've been able to find involve finding the cell coordinates of the collision, through tileMap.WorldToCell(worldPos), which would work great with square tiles. However, since my physics shapes are VERY irregular (sometimes much larger than a single cell), I need something that can detect based on the physics shape itself which tile was hit.
If this isn't possible with the TilemapCollider2D then I may have to find a solution using multiple colliders. Any idea of the best way to accomplish what I'm looking for? Thanks in advance!

Related

How to add colliders to complex maze

I downloaded a maze sprite for expiremental purpose to use in my game and I'm trying to add colliders to the wall. But since the maze is complex, it is quite a lot of work to add a Box collider 2D to each wall.
I tried using the Polygon collider 2D and it was some sort of inaccurate mesh looking collider.Is there any better way to add colliders to a maze or is it possible to do it programmatically adding colliders by somehow detecting the structure of the maze?
Here is something similar to the maze I'm using:
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There are a few answers to this question, depending on your approach.
1. Sprite-based Approach (where you have an image of a maze)
Make sure that the sprite is transparent, and only opaque on the wall areas (a PNG image can have transparency). After you do this, then you should be able to attach a polygon collider to automatically create a collider. If the image is too big/complex like you say, then you might want to split it up into several different images (4 quadrants for example), and then arrange them and attach a polygon collider to each object. In general, the simpler a collider is, the more accurate and efficient it is.
The downside to the above approach is that you are having to do a lot of manual work. If you knew that you had a lot of hand-drawn mazes that you would need to build colliders for like this, then it might be worth automating the process described above with a script, but that could get complicated fast unless you know what you're doing. Essentially, the automation script could recursively split the sprite into quadrants, create corresponding GameObjects, and add PolygonColliders to each one.
Manually splitting the image in a photo-editing program or making an algorithm to generate the maze and colliders might be faster for you than automation, depending on how much you want to get into the code.
2. Algorithm-based Approach
Luckily, there are a lot of maze programming tutorials online. Most are for 3D mazes, but the logic is the same to make a 2D maze. If you're interested in this option, then I found tutorials on the topic here, and here. In order to add collision after the maze is generated in each of these tutorials you can add a BoxCollider2D to each side of each cell which has a wall (or if using a prefab, add a BoxCollider2D to the prefab).

Controlling Player Movement After Per Pixel Collision

I have implemented a full per pixel collision system that accounts for rotation, and its very accurate. It returns a simple bool on collision.
However I am not sure how to handle the collision from the player movement point of view.
E.g. In the picture above, if the player is holding up on the left stick, he should be stopped, but if he is holding up + right diagonal on the left stick, he should slide northeast alongside the side of the red square almost naturally.
How do I go about this, to make the player’s momentum stop, but still give control for the player to move in direction not blocked by a collision.
I could do this kind of thing with simple untransformed rectangles, but going into per-pixel texture collision has made my brain explode today so I’m hoping you guys can help. Any advice would be massively appreciated.
It is possible. For that you need to implement physics engine with your pixel based collision if you are willing to give natural effect in your game.
For that either you write your own game engine or use engine that is already there. For 2D game I highly recommended Farseer Physics Engine. It is out there for a long time. Now in stable condition and it surely wonderful.
It is developed using XNA only from scratch, and also performance wise it is far good.
Have a look at this. I hope I was able to give you answer. Please let me know if more details needed.

XNA collission detection vs. game speed

I have been coding for some years in C# and have now decided to try out the XNA framework to make games.
It went great until I started to implement collision handling in my very simple game.
I can understand how to do collision detection using BoundingBoxes and BoundingSpheres, but after looking at the refresh rate in my game, it quickly became a concern of mine if the two colliding objects were never detected as colliding.
Let me try to explain with an example:
- If a character is shooting with a gun at another character.
- The bullet is heading straight for the other character.
- The bullet gets rendered just before the character.
- Because of the bullets high velocity it now gets rendered on the other side of the character.
In this scenario the bullet and the character never collides, because they are never rendered in their colliding state.
So how do you make sure to detect a collision in this scenario?
For very fast-moving objects, the regular approach fails in the scenario you described. What you need to check for is whether the bullet has collided with any item in the interval between the two consecutive game ticks. This is called continuous collision detection (this is a rather related SO post).
You can do this by basically casting a ray between the middle of the bullet's binding box in the current position and the middle of the box from the old position, and checking if that collides with any other blocks/spheres. This is a rather fast solution and if your bullets are small enough, it should work fine.
For more precision, you can cast four different so-called collision rays from each corner of the current bullet box, to their corresponding positions from the previous game tick. Note that in the rare event of high-speed items smaller than bullets, this might also fail. In this case you would need a more advanced collision detection system. But this would just be a corner case.
If that extra precision is a must, a free 3D physics library, such as Bullet could represent a solution. It even has bindings for XNA!
I think your problem is in tunneling that matches your description.
I recommend you to use Box2D physics engine for XNA. It's fast, simple and will avoid your any problems with collisions in your game.
Check in this manual on 4th page continuous collision and check how Box2D deal with tunneling effect.

What is best way to create scrolling WORLD?

In this game im trying to create, players are going to be able to go in all directions
I added one single image(1024x768 2d texture) as background, or terrain.
Now, when player moves around I want to display some stuff.
For example, lets say a lamp, when player moves enough, he will see lamp. if he goes back, lamp will disappear because it wont be anymore in screen
If Im unclear, think about mario. when you go further, coin-boxes will appear, if you go back they will disappear. but background will always stay same
I thought if I spawn ALL my sprites at screen, but in positions like 1599, 1422 it will be invisible because screen is only 1024x768, and when player moves, I will set place of that sprite to 1599-1,1422-1 and so. Is it a good way to do this ?
Are there better ways?
There are two ways you can achieve this result.
Keep player and camera stationary, move everything else.
Keep everything stationary except the player and the camera.
It sounds like you are trying to implement the first option. This is a fine solution, but it can become complicated quickly as the number of items grows. If you use a tile system, this can become much easier to manage. I recommend you look into using a tile engine of some sort. There are a lot of great tile map editors as well.
Some resources for using Tiles:
Tiled -- Nice Map Editor
TiledLib -- XNA Library for using Tiled Maps
What you're describing there is a Viewport, which describes a portion of the 'world' that is currently visible.
You need to define the contents of your 'world' somehow. This can be done with a data structure such as a scene graph, but for the simple 2D environment you're describing, you could probably store objects in an array. You would need to bind your direction keys to change the coordinates of the viewport (and your character if you want them to stay centered).
It's a good idea to only draw objects that are currently visible. Without knowing which languages or packages you are using it's difficult to comment on that.
I would look into Parallax scrolling. Here is an example of it in action.
If this is what you require, then here is a tutorial with source code.
XNA Parallax Scrolling
After you are finished with basic scrolling, try to implement some frustum culling. That is only draw objects which are actually visible on the screen and avoid unnecessary drawing of stuff that cannot be seen anyway.
I would prefer solution number 2 (move player and camera) - It would be easier for me, but maybe its just personal preference.

XNA 2d arcade game sprite follow

I am going to make a game like XNA example game "Platformer1" which comes with the XNA. But I need longer levels which doesn't fit in the screen (like Super Mario levels). How can I manage this kind of level? Do I need to use a 2d camera that follows the sprite? If I do this way how can I load the level? I am a bit confused and I am not sure if I could explain my problem clearly. Hope someone can help?
The tutorial based on Platformer Starter Kit in MSDN has a step Adding a Scrolling Level which guides you through creation of longer levels. The tutorial is very detailed, I highly recommend it.
I couldn't find the tutorial in the section for XNA Game Studio 4.0, but differences should be minimal. According to the comment at the bottom of the page, all you need to change is replace
spriteBatch.Begin(SpriteBlendMode.AlphaBlend, SpriteSortMode.Immediate, SaveStateMode.None, cameraTransform);
with
spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullCounterClockwise, null, cameraTransform);
in the tutorial code.
If you want to create a side scrolling game, then I would look into parallax scrolling. A quick google/bing will help you find lots of tutorials. Also, another useful tip is to search YouTube for XNA videos has we a lot of posters share their source code .
Here is a link to Microsofts Parallax Scrolling.
Sounds like you have a few problems ahead of you.
But I need longer levels which doest'n fit in the screen(like super mario levels). How can I manage this kind of levels.
There are several ways to do this, but a fairly easy way would be to have a 2d array (or sparse array, depending on how large your levels are) of a class named Tile that stores info about the tile image, animation, ...whatever.
Yes, you'll probably want a "camera". This can be as simple as only drawing a certain range of that array or a more featured camera that uses transforms to zoom out and translate across your level.
Hopefully this will help get you started.
I've done a decent amount of work in XNA, and from my experience, there are 2 ways to draw a 2D scene:
1) Strictly 2D. This method is much easier, but has a few limitations. There is no "camera" per se, what you do is move everything underneath the fixed 2D "camera". I say "camera" in quotes because the camera is fixed (as far as I know). The upside is that it's easy, the downside is that you can't easily zoom in or out or do other camera effects.
2) 2D in 3D. Set up a 3D world with a 2D plane. This is more flexible, but is also more challenging to work with because you will need to set up a 3D world and 3D camera. If this is your first attempt with making a game, I would highly recommend against this method.
I'm really only familiar with the strictly 2D method, and you would want a list of map objects that have a 2D coordinate. You would also want to store which section of the map you are looking at, I do this with a Rectangle or Vector2 that stores this. This value would move forward as the character moves. You can then take your 2D map objects' coordinate and subtract the (X,Y) of the top-left of what you are looking at to determine an object's screen position. So:
float screenX = myMapObject.X - focusPoint.X;
float screenY = myMapObject.Y - focusPoint.Y;
An other thing to note, use floats or Vector2/3 to store locations, you may not think it's required now, but it will be down the line.
It might be overkill, but my SF project uses XNA to draw a Strictly 2D scene that you can move around: http://sourceforge.net/projects/asteroidoutpost/
I hope this helps.
Have a look at Nick Gravelyns tutorials. They helped me tonne when I was first starting out - Really really worth a look for learning a lot on 2D games.
All the videos are now on youtube here

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