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collide-2d-aabb-tilemap

Determines whether a moving axis-aligned bounding box collides with a tilemap, and prevents intersection.

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collide-2d-aabb-tilemap

Determines whether a moving axis-aligned bounding box collides with a tilemap, and prevents intersection.

Based off collide-2d-tilemap. The key difference is that this module provides a non-destructive API, and doesn't depend on aabb-2d.

Example

Here's a playable demo.

Example usage:

var collideAabbTilemap = require('collide-2d-aabb-tilemap')

var tilemap = [
    [ 0, 0, 0, 1 ],
    [ 1, 0, 0, 1 ],
    [ 1, 0, 0, 1 ],
    [ 1, 1, 1, 1 ]
]

// (0,0) - (16,16)
var player = [0, 0, 16, 16]

// collideAabbTilemap(field, size of tile in pixels, [width, height])
collide = collideAabbTilemap(my_tilemap, 32, [4, 4])

my_game_event_loop(function(dt) {
  var vec = get_player_input() * dt 

  collide(player, vec, function(moveAxis, moveDir, tileIdx, tileCoords) {
    // true => solid
    return tileIdx > 0
  })
})

The algorithm used is taken from this article. Detection and correction is applied on each X and Y axis separately.

Usage

var collide = collideAabbTilemap(array, tilesize[, dimensions])

Produces a collide(aabb, vec2, oncollide) function.

array may be a single-dimension array (or ndarray) of integers OR a function of the form fn(tileX, tileY) -> integer.

tilesize are the pixel dimensions of a tile.

dimensions is a size 2 array of integers, [width, height]. If it is not provided, the map will be assumed to be square.

var offset = collide(aabb, moveDelta, onCollide)

Attempt to advance aabb by moveDelta against the aforementioned tilemap. Non-destructive.

If there is no collision, offset == moveDelta. Otherwise, it will be shorter in one or both axes.

aabb is assumed to be a size 4 array of the form [x, y, width, height].

moveDelta is assumed to be a gl-matrix-style vec2 or [x, y].

onCollide is a callback function, taking the following arguments:

  • moveAxis: an integer representing the axis of movement. 0 (X) or 1 (Y).
  • moveDir: either -1 or 1, denoting the direction of the movement.
  • tileIdx: the tile integer data of the tile a candidate collision has been detected against.
  • tileCoords: a size 2 array of tile coordinates.

If the callback returns a truthy value, the tile will be treated as solid, and no further tiles will be checked along this axis.

License

MIT

Keywords

collision

FAQs

Package last updated on 19 Nov 2015

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