C++ :: 2D Platformer Collision Detection?

May 4, 2013

I've been working on my 2D platformer for a while, and I'm running into a couple of problems. It seems to become laggy even when only about 25 entities need to do collision detection with the 8 walls in the area.

Only one thing to note: the BOOST_FOREACH(const Edge& edge, this->GetCollisonBoxEdges()) { sections actually aren't a loop, all players and enemies are basically a vertical line for purposes of hitting walls, so that's why there is some weird stuff in there (like assuming the edge is oriented a certain way, etc).

Asset::WallCollision Asset::GetClosestWallCollision(const std::vector<const Room::Wall*>& walls) const {
typedef std::pair< sf::Vector2<CoordT>, sf::Vector2<CoordT> > Edge;
const Room::Wall* wall_hit = NULL, * landing_wall = NULL;
util::intersect_ret temp, closest;
VelocityT para_vel;
if(this->m_StandingOn) para_vel = this->m_StandingOn->get_unit_parallel_vector() * this->mVelocity.x;
else para_vel = this->mVelocity;

[code].....

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C++ :: Map Collision - Camera Detection

Jan 20, 2015

Still working with SDL2 and c++ my map collision is messed up since I implemented my Camera.

I do understand that everything has a relative Position on the Screen, depending on the camera.

Problem No. 1: The camera is not moving as fast as the Player, despite having the absolutly same velocity (4/-4)??? How can this be O_o

Problem No. 2: My tile collision is totally messed now. Probably its because of the difference between the Player Position and the camera :/ So if you can solve Problem no. 1, Problem number 2 might work out on its own :)

I will upload the code to github [URL] .....

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C++ :: SDL - Tile Based Collision Detection

Oct 14, 2014

I'm still working on my Project and the next Problem has occured: How do I detect collisions on a tilebased map? My tiles are 16x16 and the map is based on the tutorial of [URL] ..... I really like this Approach because I can define for each tile of what type it should be (so a earth tile can be walkable and lead to a secret passage).

The first Number stands for what Kind of tile it should be (e.g. Grass, Earth, Water, Blank,...) and the number after ":" stands for the type of the tile (e.g. solid, walkable, do dmg to the Player,...).

e.g.
0:0 0:0 0:0 0:0 0:0 //No tile and walkable
0:0 0:0 0:0 0:0 0:0
0:0 0:0 0:0 0:0 0:0
1:1 1:1 1:1 1:1 1:1 //Grass tile and solid
2:1 2:1 2:1 2:1 2:1 //Earth tile and solid

It's working just fine with loading the Images, but i've got no clue about the collision. I've already read a lot of stuff on the Internet but I don't get how to Combine it the structure from above. For example lazyfoo describes the collision with one object like one wall. So how can I check the Player Position with each tile?

For now there's no camera, but I plan to implement one later...

I'm trying to make a 2D platformer

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C++ :: Implementing Collision Detection Correctly

Sep 10, 2014

I'm making a 2D Terraria-like (side-scrolling RPG with destroyable blocks) game with SFML 2.1, and I have no clue how to correctly implement collision detection. Meaning that I have been successful at making it work, but it's not clean and definitely not dynamic.

By example, I mean design wise. What parameters should collision functions take? Where should these functions be located? The same 2 questions for collision reaction. Since I have multiple things that need to collide with each other (player with enemy, player with items, enemy with items, enemy with enemy, player with player, etc...), and the world has to be treated differently, things get complicated. There is no block class, just a vertex array, so collision with the world is based purely on coordinates taken from that array in the world class, which, considering it's the world and not something like a player or an enemy, doesn't inherit from the same base class that they do.

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C++ :: 2D Shooter - Collision Detection Design (Monsters And Bullets)

Jul 28, 2013

I have made a simple 2d shooter (bird eye view) and want implementing the collision detection between the monsters and bullets. The problem is as follows

Each monster has locationX, locationY as coordinates.
Each monster has a Rectangle representing its collision box, (if bullet inside rectangle then its a collision).
Each bullet has locationX, locationY as coordinates as well.

pretty standard up till now.

each frame I need to check if some bullet collided with some monster.

the brutal force is to keep a list of all the bullets and monsters and to check the possibility of collision between all of them which takes O(#bullets * #monsters).

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C++ :: Determine Whether There Is A Collision Between 2 Meshes

Oct 19, 2013

How can I determine whether there is a collision between 2 meshes? I'd just like to see if one mesh is inside another.

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C++ :: SFML 2.0 Pixel Perfect Collision

Oct 15, 2013

I have the code and it compiles fine but it doesn't work. (i am using the coding made easy sfml 2.0 tutorials)

Code:

#include <SFML/Graphics.hpp>
#include <iostream>
#include <algorithm>
#include <vector>
class Player {
public:
sf::Sprite player;

[Code] ....

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Visual C++ :: Ceil Function Name Collision

Sep 29, 2014

Code:
cv::Size output_size
(gallerycols * 2 * its[0].cols(), ceil(4 / gallerycols) * 2 * its[0].rows());

Error18error C2668: 'ceil' : ambiguous call to overloaded functionE:JackyDownloadsvoronoivoronoi est_voronoi.cpp2071voronoi

I try to #include <cmath>

and use std::ceil to no avail

There are still function names clashing.

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C++ ::  Collision Free Hash On Unique Strings

Feb 28, 2013

I have following method to calculate a 16bit hash on a per definition unique string:

uint16_t IReferenceHolder::getHash(const std::string &ref) {
return std::inner_product(ref.begin(), ref.end(), ref.begin(), (uint16_t)0) % 65437;
}

Actually it calculates an inner product on each character adding it to the last result (see [URL] .....).

65437 is the nearest prime to 2^16. In fact I never need the full range of 16 bit, therefore 65437 different hashes are enough.

Empirically it seems - on unique strings - to be collision free. The strings have an maximum size of 255.

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C++ :: USB Printer Detection?

May 16, 2014

take a look at this project : [URL] i want to change this project for this purpose : when a USB PRINTER is connected show a message that tell us -> hey this is a printer. which part of this project should i change and how can i separate printer devices from the others?

note: if you are using visual studio 2010 or higher and get error for this line after conversion :

#define _WIN32_WINNT 0x403

just replace all of such these lines to stdafx.cpp file. means stdafx.cpp at last should be like this :

// stdafx.cpp : source file that includes just the standard includes
// HWDetect.pch will be the pre-compiled header
// stdafx.obj will contain the pre-compiled type information
#define _WIN32_WINNT 0x403
#include "stdafx.h"

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C# :: Algorithm For Plagiarism Detection

Mar 21, 2015

I actually want some latest algorithms, methods or techniques which can be used in plagiarism detection software for detecting the text plagiarism offline.

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C++ :: Detection Of Integer Values?

Jun 23, 2013

i am having trouble finding a way to detect integers from an external text file. i currently have this code:

while(inputfile.get(wc))
{
char character = inputfile.get(wc);
if (character + 1 != NULL)
{
cout << character << endl;
}
}

this does not work as if (character + 1 != NULL) comes up with errors.

is there a way to detect ints?

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C++ :: Repeated Word Detection Program?

Mar 6, 2015

In the C++ book Programming: Principles and Practice Using C++, there's an example code like this for detecting repeated words:

Code:
#include "std_lib_facilities.h"
int main() {
int number_of_words = 0;
string previous = " "; // previous word; initialized to "not a word"
string current; // current word
while (cin >> current) // read a stream of words

[Code].....

The header file in there is sort of like a set of training-wheels for students who are complete beginners to the language; the function keep_window_open() is defined in there and it does just that on Windows systems where the output window closes too fast (in the case of the function, it's just like cin.ignore(), except it waits for you enter a character, like 'j', before it exits); programs on my Windows laptop work fine on Code::Blocks, but when I create a .exe file for them and double-click that file, it does actually close too quickly for me to be able to see the output (if it's a program like the generic "Hello World!" program that just outputs text to the screen and then exits - so all I see is the output window just flash-by really fast in those cases).

Anyway, as for the problem I'm having with the code: there are no error and compile- or link-time, but it does behave strangely at runtime, where the part inside the curly-braces of the while-loop doesn't execute at all.

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C :: Simple Deadlock Detection Program

May 1, 2013

I'm trying to write a program that detects deadlock. Some of the code I already tested in an earlier stage but at this point when I run the code it somehow gets stuck. I believe that it has something to do with a negative integer value. Anyhow, the program should still work if a negative integer comes up. Here's my code so far.

Code:

#include <stdio.h>
#define FALSE 0
#define TRUE 1
int ALLOC[5][5], REQ[5][5], TOT_RES[5], process, resource, NUMB_RES=5, NUMB_PRO=5;
int TMP[5]={0}, AVAIL[5], CNTR=0, FIN[5]={FALSE}, FLAG;
}

[code]....

The program usually gets stuck after producing output displaying the "Available: " text. After that a list of tabbed numbers should appear, but it doesn't.

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C :: Edge Detection Done Using Processes And Pipes

Nov 30, 2014

I don't think my processes are being created the way I want. I'm trying to create a fan of process (i.e. one parent with multiple children).

I want the parent to put together the final output image, and the children are supposed to do the edge detection on various regions of the image. Here is what I have:

Code:
#include <stdio.h>
#include <unistd.h>
#include <stdlib.h>
#include <math.h>
#include <string.h>
#include "iplib2New.c"
#define FILTER_SIZE 3
//Function prototypes

[Code] ......

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C# :: EMGU - Small Symbol Detection

Sep 16, 2014

I am trying to find the best way to detect a small symbol such as :

Just for testing features I tried to load these into SURF example that comes with EMGU and it does not pick it up... And I think the technology used for SURF is better for objects with more details and color gradients...

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C :: Numbers Detection In Input - Segmentation Fault

Oct 29, 2014

I need to distinguish between number (float) and other non number characters. I was trying to use this:

Code:
#include <stdio.h>
#include <ctype.h>

float Ax;
...
scanf("%f
",&Ax);
if (isdigit(Ax)) {....}

And whatever I type I receive "Segmentation fault". How can I detect that the float input is correct? Is there any built in function?

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C/C++ :: Find Number Of 1 In Array For Error Detection

Mar 24, 2015

I'm receiving a char array consist of 8 characters, what I want to do is find the number of set bits in that array and then send it(total number) as a character to the transmitter so he can check, data is transmitted using serial port(RS232), where processing of data is done by DE0 FPGA.I've tried to use TestBit but the compiler doesn't know this function(I added #include "bit-manipulation.h" but it doesn't recognize this either) ...

-- the code of my project:

filed = open( "/dev/uart_0", O_RDWR );
if (filed < 0){
printf("the port can't be opened
");

[Code] .....

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C Sharp :: Physically Connected Printers Detection?

Oct 24, 2012

How do I get the printer connected with my computer physically using cables?

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Visual C++ :: Low-Level Keyboard Input Detection?

Mar 13, 2014

I am writing an software that should be able to detect all keyboard inputs by the user. i.e., both hardware and software/on-screen keyboard.

This software is going to be written in a platform independent way and supposed to run on Windows, Linux, Android & iOS.

The idea is to capture the keyboard inputs from a low level, there by making sure that it doesn't miss any inputs even if it's a on-screen keyboard like in a mobile device.

I am looking at possible open source libraries that can be used.

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