0
votes

Collision detection has been a huge issue for me lately, been breaking my mind over this particular problem.

After I got a reasonable collision detection for my Super Mario World remake in C# (XNA) I have the following problem: I keep getting sort of stuck in blocks when I jump against them...

Example: https://gyazo.com/0f1ac6f4894f41aa4bcbdc73e572e36d

This is my current code than handles the collision: http://pastebin.com/iWsnffWQ

If anyone knows anything that could help my problem, I have been searching high and low for the solution but I to no avail...

EDIT:

This problem has been fixed though a new one arised with object collision on the infamous mario "Mystery Blocks". Whenever I stand on them (not moving) either mario or the world starts to vibrate up and down by about one pixel.

using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;

namespace PlatFormer
{
    public abstract class Entity
    {
        protected ContentManager _Content;

        protected Texture2D _Image;
        protected Texture2D _Outline;

        protected SpriteSheetAnimation _MoveAnimation;

        protected FileManager _FileManager;

        protected List<List<string>> _Attributes;
        protected List<List<string>> _Contents;

        protected Vector2 _Velocity;
        protected Vector2 _PrevPosition;
        protected Vector2 _Frames;

        protected Rectangle _Collbox;
        private Rectangle _TileBounds;

        protected int _Health;

        protected float _MoveSpeed;
        protected float _Gravity;
        protected float _PreviousBottom;

        protected bool _ActivateGravity;
        protected bool _TilePositionSync;
        protected bool _FacingRight;
        protected const float _Friction = 0.9f;
        protected const float _Grav = 10f;
        protected const float _TerminalVelocity = 10f;
        protected Vector2 _Acceleration;

        public bool _OnGround;
        protected bool _IsJumping;
        protected int collisiondeny;

        public Vector2 Position;

        public SpriteSheetAnimation Animation
        {
            get { return _MoveAnimation; }
        }

        public virtual void LoadContent(ContentManager content)
        {
            _Content = new ContentManager(content.ServiceProvider, "Content");
            _Attributes = new List<List<string>>();
            _Contents = new List<List<string>>();
        }
        public virtual void LoadContent(ContentManager content, InputManager input)
        {
            _Content = new ContentManager(content.ServiceProvider, "Content");
            _Attributes = new List<List<string>>();
            _Contents = new List<List<string>>();
        }

        public virtual void UnloadContent()
        {
            _Content.Unload();
        }

        public virtual void Update(GameTime gameTime, List<List<WorldTile>> TileMap, List<Enemy> EntList)
        {
            _PrevPosition = Position;
            Position.X = _FacingRight ? Position.X + _MoveSpeed : Position.X - _MoveSpeed;
            _Velocity.Y += _Gravity;
            if (!_OnGround) { }
            else
                _Velocity.Y = 0;
            UpdatePhysics(gameTime, TileMap, EntList);
            _MoveAnimation.Position = Position;
            _MoveAnimation.Update(gameTime);
        }

        public virtual void Update(GameTime gameTime, InputManager input, List<List<WorldTile>> TileMap)
        {

        }

        public virtual void Draw(SpriteBatch spriteBatch)
        {
            _MoveAnimation.Draw(spriteBatch);
        }

        protected virtual void UpdatePhysics(GameTime gameTime, List<List<WorldTile>> TileMap, List<Enemy> EntList)
        {
            _Acceleration *= _Friction;
            _Velocity *= _Friction;
            _Velocity += _Acceleration;
            Position.X = _FacingRight ? Position.X + _Velocity.X : Position.X - _Velocity.X;
            Position.Y += _Velocity.Y;

            if (Math.Abs(_Acceleration.X) < 0.001f)
            {
                _MoveAnimation.IsActive = false;
            }

            UpdateCollBox();

            CollisionHandle(TileMap);
            EntCollisionHandle(EntList);

            if (Position.X == _PrevPosition.X)
                _Velocity.X = 0;

            if (Position.Y == _PrevPosition.Y)
                _Velocity.Y = 0;
        }

        protected virtual void UpdatePhysics(GameTime gameTime, InputManager input, List<List<WorldTile>> TileMap)
        {
            float totalSecElapsed = gameTime.ElapsedGameTime.Milliseconds / 1000f;
            _Acceleration.X *= _Friction;
            _Velocity.X *= _Friction;

            _Acceleration.Y = _Grav;

            _Velocity.Y += _Acceleration.Y * totalSecElapsed;
            _Velocity.X += _Acceleration.X;

            if (_Velocity.Y >= _TerminalVelocity)
            {
                _Velocity.Y = _TerminalVelocity;
            }

            Position += _Velocity;

            if (Math.Abs(_Acceleration.X) < 0.001f)
            {
                _MoveAnimation.IsActive = false;
            }

            UpdateCollBox();

            CollisionHandle(TileMap); //replace with horizontal collision first then vertical collision
            //TestCollisionHandle(TileMap);

            if (Position.X == _PrevPosition.X)
                _Velocity.X = 0;

            if (Position.Y == _PrevPosition.Y)
                _Velocity.Y = 0;
        }

        public void ObjectCollision(List<LevelObject> obj)
        {
            //OnThisNiceMysteryBox = false;
            for (int i = 0; i < obj.Count; i++)
            {
                if (_Collbox.Intersects(obj[i].Bounds))
                {
                    if (obj[i].Collision != TileCollision.Empty)
                    {
                        Vector2 depth = IntersectDepth(_Collbox, obj[i].Bounds);
                        if (depth != Vector2.Zero)
                        {
                            float absDepthX = Math.Abs(depth.X);
                            float absDepthY = Math.Abs(depth.Y);
                            if (absDepthY < absDepthX)
                            {
                                if (_Collbox.Top <= obj[i].Bounds.Bottom && _Collbox.Top >= obj[i].Bounds.Top)
                                {
                                    Vector2 tempPos = obj[i].Position;
                                    if (obj[i] is MysteryBox)
                                    {
                                        obj.Remove(obj[i]);
                                        obj.Insert(i, new MysteryBox(tempPos));
                                    }
                                }

                                if (_PreviousBottom <= obj[i].Bounds.Top)
                                {
                                    _OnGround = true;
                                }

                                if (obj[i].Collision == TileCollision.Solid || _OnGround)
                                {
                                    Position = new Vector2((float)Math.Round(Position.X), (float)Math.Round(Position.Y + depth.Y));
                                    _Velocity.Y = 0;
                                    UpdateCollBox();
                                }
                            }
                            else if (obj[i].Collision == TileCollision.Solid)
                            {
                                Position = new Vector2((float)Math.Round(Position.X + depth.X), (float)Math.Round(Position.Y));
                                UpdateCollBox();
                            }
                        }
                    }
                }
                _PreviousBottom = _Collbox.Bottom;
            }
        }

        protected void EntCollisionHandle(List<Enemy> EntList)
        {
            for (int i = 0; i < EntList.Count; i++)
            {
                if (!(EntList[i] == this))
                {
                    Vector2 intersection = IntersectDepth(this._Collbox, EntList[i]._Collbox);
                    if (intersection != Vector2.Zero)
                    {
                        if (collisiondeny == 0)
                        {
                            _FacingRight = !_FacingRight;
                            Position.X = _FacingRight ? Position.X - intersection.X : Position.X + intersection.X;
                            collisiondeny = 1;
                        }
                        else
                        {
                            collisiondeny--;
                        }
                        //if intersection has occured call both collision handles in colliding classes
                    }
                }
            }
        }

        protected void CollisionHandle(List<List<WorldTile>> TileMap)
        {
            int leftTile = (int)Math.Floor((float)_Collbox.Left / WorldTile.Width);
            int rightTile = (int)Math.Ceiling(((float)_Collbox.Right / WorldTile.Width)) - 1;
            int topTile = (int)Math.Floor((float)_Collbox.Top / WorldTile.Height);
            int bottomTile = (int)Math.Ceiling(((float)_Collbox.Bottom / WorldTile.Height)) - 1;

            _OnGround = false;

            for (int y = topTile; y <= bottomTile; y++)
            {
                for (int x = leftTile; x <= rightTile; x++)
                {
                    TileCollision collision = TileCollision.Empty;
                    if (y >= 0)
                    {
                        if (x >= 0)
                        {
                            if (y < TileMap.Count && x < TileMap[y].Count)
                                collision = TileMap[y][x].Collision;
                        }
                        else
                        {
                            collision = TileCollision.Solid;
                        }
                    }

                    if (collision != TileCollision.Empty)
                    {
                        _TileBounds = new Rectangle(x * WorldTile.Width, y * WorldTile.Height, WorldTile.Width, WorldTile.Height);
                        Vector2 depth = IntersectDepth(_Collbox, _TileBounds);
                        if (depth != Vector2.Zero)
                        {

                            float absDepthX = Math.Abs(depth.X);
                            float absDepthY = Math.Abs(depth.Y);

                            if (absDepthY <= absDepthX || collision == TileCollision.OneWay)
                            {
                                if (_PreviousBottom <= _TileBounds.Top)
                                    _OnGround = true;

                                if ((collision == TileCollision.Solid) || _OnGround)
                                {
                                    Position = new Vector2((int)Math.Round(Position.X), (int)Math.Round(Position.Y + depth.Y));
                                    UpdateCollBox();
                                }
                            }
                            else if (collision == TileCollision.Solid)
                            {
                                Position = new Vector2((int)Math.Round(Position.X + depth.X), (int)Math.Round(Position.Y));
                                _FacingRight = !_FacingRight;
                                //_Velocity.Y = 0;
                                UpdateCollBox();
                            }
                        }
                    }
                }
            }
            _PreviousBottom = _Collbox.Bottom;
        }

        protected void TestCollisionHandle(List<List<WorldTile>> TileMap)
        {
            int leftTile = (int)Math.Floor((float)_Collbox.Left / WorldTile.Width);
            int rightTile = (int)Math.Ceiling(((float)_Collbox.Right / WorldTile.Width)) - 1;
            int topTile = (int)Math.Floor((float)_Collbox.Top / WorldTile.Height);
            int bottomTile = (int)Math.Ceiling(((float)_Collbox.Bottom / WorldTile.Height)) - 1;

            _OnGround = false;

            for (int y = topTile; y <= bottomTile; y++)
            {
                for (int x = leftTile; x <= rightTile; x++)
                {
                    TileCollision collision = TileCollision.Empty;
                    if (y >= 0)
                    {
                        if (x >= 0)
                        {
                            if (y < TileMap.Count && x < TileMap[y].Count)
                                collision = TileMap[y][x].Collision;
                        }
                    }
                    if(collision != TileCollision.Empty)
                    {
                        //if collision can occor, get tilecollisionbox for horizontal
                        _TileBounds = new Rectangle(x * WorldTile.Width, y * WorldTile.Height, WorldTile.Width, WorldTile.Height);
                        //get the horizontal collision depth, will return zero if none is found
                        GetHorizontalIntersectionDepth(_Collbox, _TileBounds);
                    }
                }
            }

            _PreviousBottom = _Collbox.Bottom;
        }

        private void UpdateCollBox()
        {
            _Collbox = new Rectangle((int)Math.Round(Position.X), (int)Math.Round(Position.Y), Animation.FrameWidth, Animation.FrameHeight);
        }

        private Vector2 IntersectDepth(Rectangle rectangleA, Rectangle rectangleB)
        {
            float halfWidthA = rectangleA.Width / 2.0f;
            float halfHeightA = rectangleA.Height / 2.0f;
            float halfWidthB = rectangleB.Width / 2.0f;
            float halfHeightB = rectangleB.Height / 2.0f;

            Vector2 centerA = new Vector2(rectangleA.Left + halfWidthA, rectangleA.Top + halfHeightA);
            Vector2 centerB = new Vector2(rectangleB.Left + halfWidthB, rectangleB.Top + halfHeightB);

            float distanceX = centerA.X - centerB.X;
            float distanceY = centerA.Y - centerB.Y;
            float minDistanceX = halfWidthA + halfWidthB;
            float minDistanceY = halfHeightA + halfHeightB;

            // If no intersection is happening, return Vector2.Zero
            if (Math.Abs(distanceX) >= minDistanceX || Math.Abs(distanceY) >= minDistanceY)
                return Vector2.Zero;

            // Calculate instersection depth
            float depthX = distanceX > 0 ? minDistanceX - distanceX : -minDistanceX - distanceX;
            float depthY = distanceY > 0 ? minDistanceY - distanceY : -minDistanceY - distanceY;
            return new Vector2(depthX, depthY);
        }

        private float GetHorizontalIntersectionDepth(Rectangle rectA, Rectangle rectB)
        {
            // Calculate half sizes.
            float halfWidthA = rectA.Width / 2.0f;
            float halfWidthB = rectB.Width / 2.0f;

            // Calculate centers.
            float centerA = rectA.Left + halfWidthA;
            float centerB = rectB.Left + halfWidthB;

            // Calculate current and minimum-non-intersecting distances between centers.
            float distanceX = centerA - centerB;
            float minDistanceX = halfWidthA + halfWidthB;

            // If we are not intersecting at all, return (0, 0).
            if (Math.Abs(distanceX) >= minDistanceX)
                return 0f;

            // Calculate and return intersection depths.
            return distanceX > 0 ? minDistanceX - distanceX : -minDistanceX - distanceX;
        }

        private float GetVerticalIntersectionDepth(Rectangle rectA, Rectangle rectB)
        {
            // Calculate half sizes.
            float halfHeightA = rectA.Height / 2.0f;
            float halfHeightB = rectB.Height / 2.0f;

            // Calculate centers.
            float centerA = rectA.Top + halfHeightA;
            float centerB = rectB.Top + halfHeightB;

            // Calculate current and minimum-non-intersecting distances between centers.
            float distanceY = centerA - centerB;
            float minDistanceY = halfHeightA + halfHeightB;

            // If we are not intersecting at all, return (0, 0).
            if (Math.Abs(distanceY) >= minDistanceY)
                return 0f;

            // Calculate and return intersection depths.
            return distanceY > 0 ? minDistanceY - distanceY : -minDistanceY - distanceY;
        }
        public enum Direction
        {
            Horizontal,
            Vertical
        }

        private bool TileIntersectsPlayer(Rectangle player, Rectangle block, Direction direction, out Vector2 depth)
        {
            depth = direction == Direction.Vertical ? new Vector2(0, GetVerticalIntersectionDepth(player, block)) : new Vector2(GetHorizontalIntersectionDepth(player, block), 0);
            return depth.Y != 0 || depth.X != 0;
        }
    }
}
1
You'll need to post your code here for others to examine for a solution.ManoDestra
ALright, I'll add some more details about my problem, The code is in the pastebin link, that's handling the collisionPim Schwippert
No, paste the code here, rather than an external link.ManoDestra
okay then, I just thought I'd be nice to not have half your screen full of code, but I'll paste it now...Pim Schwippert

1 Answers

0
votes

Consider using or just compare your code to the libraries that exist already: see GeoLib which is very simple to use and/or clipper lib. 'Do not reinvent...'