Hello again,
Wow, it has been a long time since I have thought of doing any game deving. It is nice to see (read, anyway) all of you again. I got real into football last year played, did basketball, and then baseball. I didn't have any time for deving really, but I got back into it during the summer and broke my nose and couldn't play football. I worked on a Linux shell that I adopted while I fine tuned my C skills.
I recently decided that I want to program a few games for the fun of it. I thought that maybe I would program a simple Pong and/or Pacman clone. I was wondering how to manage collision detection on Pacman, because obviously Pong wouldn't be too difficult to detect collisions with, there are only 4 things to test for. With Pacman there is walls, ghosts, point-ball-thingies (yes this is the technical term:lol: ), and food items.
Would it be best to make a linked list of a structure of things to detect collisions with? Or maybe an array of what is being held in the corresponding location on the map?
Thank you,
Onyx
Keeping Track of Collision Detection
Started by onyxthedog, Nov 15 2009 07:32 PM
6 replies to this topic
#1
Posted 15 November 2009 - 07:32 PM
/* Perfect_day.c */
#include <arcade>
#include <computer>
#include <drinks>
#include <hardware/high_end>
#include <snacks>
#pragma <responisiblities>
...........
#include <arcade>
#include <computer>
#include <drinks>
#include <hardware/high_end>
#include <snacks>
#pragma <responisiblities>
...........
#2
Posted 15 November 2009 - 09:31 PM
onyxthedog said:
Or maybe an array of what is being held in the corresponding location on the map?
:cool2:
#3
Posted 15 November 2009 - 09:34 PM
Thanks Mihail, nice to see you again.
/* Perfect_day.c */
#include <arcade>
#include <computer>
#include <drinks>
#include <hardware/high_end>
#include <snacks>
#pragma <responisiblities>
...........
#include <arcade>
#include <computer>
#include <drinks>
#include <hardware/high_end>
#include <snacks>
#pragma <responisiblities>
...........
#4
Posted 16 November 2009 - 02:12 AM
For Pacman, just use a 2D array for the grid. When you enter a grid cell, you collect (collide) with whatever is there. For ghosts, just brute force it.
#5
Posted 16 November 2009 - 02:31 AM
poita said:
For Pacman, just use a 2D array for the grid. When you enter a grid cell, you collect (collide) with whatever is there. For ghosts, just brute force it.
/* Perfect_day.c */
#include <arcade>
#include <computer>
#include <drinks>
#include <hardware/high_end>
#include <snacks>
#pragma <responisiblities>
...........
#include <arcade>
#include <computer>
#include <drinks>
#include <hardware/high_end>
#include <snacks>
#pragma <responisiblities>
...........
#6
Posted 16 November 2009 - 12:38 PM
onyxthedog said:
Why not just test for Pacman when the ghosts enter a grid cell?
Either one is fine. n ghosts testing against 1 pacman == 1 pacman testing against n ghosts.
#7
Posted 17 November 2009 - 02:26 AM
onyxthedog said:
Why not just test for Pacman when the ghosts enter a grid cell?
It's up to you, but as geon said, you're not saving yourself anything.
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