I'm working on a brick breaker game in JavaFX (FXGL). The collision detecting is working like this:
Bricks and players have a x, y position in the game world (placed in LEFT, TOP).
When a collision is detected (this is done by the engine) I use the x, y position to detect where the ball is colliding with the brick to calculate the next direction. The ball direction is created by a velocity vector with (x, y) speed. The
collisionLogicSecurityPadding
is a small padding which is added since the collision is only detected inside the box. (It's not possible to get the ball and brick exactly at the same x, y coordinates)
if (ball.getX() > levelBrick.getX() - ball.getWidth() + collisionLogicSecurityPadding &&
ball.getX() < levelBrick.getX() + levelBrick.getWidth() - collisionLogicSecurityPadding) {
//velocity.getX(), -velocity.getY()
} else {
//-velocity.getX(), velocity.getY()
}
So I measure if the ball is inside the brick with it x position. If this is the case the collision is TOP or BOTTOM. If not RIGHT or LEFT.
However this is causing the issue when the ball is hitting near the edge it detects wrong. Here a short clip: https://i.imgur.com/U8ybhRl.mp4
The issue is that the x is smaller than the area where it thinks it's TOP or BOTTOM so it's switching the X direction which is causing an issue.
My question here is how to avoid this? Is there any way I can solve the collision that it's working correctly? When I'm looking online the most tutorials are only checking top or bottom collision.
collisionLogicSecurityPadding
just check if its past the bounds of box and if it is count it as a collision and change direction/run whatever is necessary . Making a smaller box inside of the box you checking doesnt make sense to me unless you are trying to make it look like its overlapping for some bouncing effect? and it is clearly causing you more issues than its worth - Matt