EntityCollided

Blitz3D Forums/Blitz3D Beginners Area/EntityCollided

Agamer(Posted 2004) [#1]
I am sure this is really simple but I have not got it.

I have the code

Function Block_distroy()
	For z.map = Each map
		For x.Bullet = Each Bullet
			If EntityCollided(x\mesh,z\mesh)
				DebugLog"Collieded"
				FreeEntity x\Mesh
				FreeEntity z\Mesh
				Delete z
				Delete x
			EndIf
		Next
	Next
End Function


The idea of this funcion is that ir detects a collison between the bullet and a boc created by the creat box command.

I always thought you used the paramters of enititycolided were the two things which were have collisions checked between, but appears not, I don't know if any one will get what I am going on about but oh well have a look please.

Agamer


Duckstab[o](Posted 2004) [#2]
global mesh1,mesh2
entitytype mesh1,1
entitytype mesh2,2
collisions 1,2,2,1

Function Block_distroy()
For z.map = Each map
For x.Bullet = Each Bullet
If EntityCollided(z\mesh2,2)=x\mesh1 then


FreeEntity x\Mesh1
FreeEntity z\Mesh2
Delete z
Delete x
EndIf
Next
Next
End Function

think thats how i did it last time


wizzlefish(Posted 2004) [#3]
This is a simple problem that can be solved. Many people make this mistake, including myself.

Look at this line:
If EntityCollided(x\mesh, z\mesh)


If you have collision types assigned to your meshes with "EntityType," you must put the collision TYPE for "z\mesh" instead of the actual mesh.

Const XMESH_TYPE = 1
Const ZMESH_TYPE = 2

For i.map = Each map
    EntityType i\mesh, ZMESH_TYPE
Next
For o.Bullet = Each Bullet
    EntityType o\mesh, XMESH_TYPE
Next


Then you would replace this line:
If EntityCollided(x\mesh, z\mesh)

WITH
If EntityCollided(x\mesh, ZMESH_TYPE) ;ZMESH_TYPE could also be "2"



wizzlefish(Posted 2004) [#4]
Darn it! You beat me to it!


Duckstab[o](Posted 2004) [#5]
about time i got something right :)
well i hope anyways


Agamer(Posted 2004) [#6]
I still can't seemt o get it.

The code for generating the blocks is as follows

Function Create_map();Generates the 3d visible map
	For x=0 To 10
		For y=0 To 10
			If map(x,y)=2
				a.Map = New map
				a\Mesh =CreateCube ()
				EntityType a\mesh,Col_Scnery
				PositionEntity a\mesh,x,0,y
				ScaleEntity a\mesh,0.5,1,0.5
				a\Make = Map(x,y)	
			EndIf
		Next
	Next
End Function


and the code once again but modified for delting the blocks as follows.

Function Block_distroy()
	For x.bullet = Each Bullet
		If EntityCollided(x\mesh,Col_Scnery)
			DebugLog"Collieded"
			FreeEntity x\Mesh
			Delete x
		EndIf
	Next
End Function


and the part to declare the collision types are

Const Col_Scnery=2



Duckstab[o](Posted 2004) [#7]
post up all your code and i will have a look dont worry about textures or meshes can mocup with spheres


Agamer(Posted 2004) [#8]
ok, I will do in a second, I am sure I am missing something really simple!

;Setup
Graphics3D 800,600,32,2
SeedRnd(MilliSecs())
SetBuffer BackBuffer()

;types
Type Map
	Field Mesh
	Field Make
End Type

Type Bullet
	Field Mesh
	Field Age
End Type
;arrays
Dim Map(10,10)
;Variables
Global Quit=False
Global cam
Const Bullet_Life=100
Const Bullet_speed#=0.4
Global Balls=1000
;collions
Const Col_Player=1
Const Col_Scnery=2
Const Col_Blocks=3
Collisions Col_Player,Col_Scnery,2,2

;main Game

;PLayer loading
	Global Player=LoadMesh("ball.3ds")
	ScaleMesh Player,0.3,0.3,0.3
	EntityType Player,Col_player
	EntityRadius Player,0.4

;Main camrea
	Cam=CreateCamera(Player);this is the main view camrea
	TranslateEntity Cam,0,1,-3
	PointEntity Cam,PLayer
;Light
	light=CreateLight();Creates a light

;INfinte plane
	plane=CreatePlane();Makes a simple infinte plane
	grass_tex=LoadTexture( "media/metal.png" );loads planes texture
	EntityTexture plane,grass_tex;set planes texture
	PositionEntity plane,0,-1,0;positions the plane
	EntityType Plane,Col_scnery
	;EntityAlpha plane,0.9
	;mirror=CreateMirror()
;Map camrea
	cam2=CreateCamera(cam);Creates the map camrea
	TranslateEntity cam2,0,5,0
	PointEntity cam2,plane
	CameraViewport cam2,0,500,100,100;positions the map


;create the random map
Generate_map()
create_map()
;Physics()

Repeat;Main loop
	Movement
	Shoot
	Update_Bullets
	Block_distroy()

	UpdateWorld
	RenderWorld
	GUI
	Flip

	Finish
Until Quit=True
;end of main loop

;Functions
Function Finish();Detects if the game has finished
	If KeyHit(1)
		Quit=True
	EndIf
End Function

Function Generate_map();Generates the 2d map cordanites
	For x=0 To 10
		For y=0 To 10
			Map(x,y)=Rnd(1,10)
			DebugLog map(x,y)
		Next
	Next
	

End Function

Function Create_map();Generates the 3d visible map
	For x=0 To 10
		For y=0 To 10
			If map(x,y)=2
				a.Map = New map
				a\Mesh =CreateCube ()
				EntityType a\mesh,Col_Scnery
				PositionEntity a\mesh,x,0,y
				ScaleEntity a\mesh,0.5,1,0.5
				a\Make = Map(x,y)	
			EndIf
		Next
	Next
End Function

Function Movement();Controls the players movement
If KeyDown( 205 )=True Then TurnEntity Player,0,-1,0
If KeyDown( 203 )=True Then TurnEntity Player,0,1,0
If KeyDown( 208 )=True Then MoveEntity Player,0,0,-0.05
If KeyDown( 200 )=True Then MoveEntity Player,0,0,0.05
End Function

Function Shoot()
	If KeyHit(57)
	If Balls > 0
		b.Bullet = New bullet
		b\Mesh = CreateSphere()
		ScaleEntity b\mesh,0.1,0.1,0.1
		PositionEntity b\mesh,EntityX(Player),0,EntityZ(player)
		RotateEntity b\mesh,0,EntityYaw(Player),0
		b\Age=1
		Balls=Balls-1
	Else  
		
	EndIf
	EndIf
End Function

Function Update_Bullets()
	For all.Bullet = Each Bullet
		MoveEntity all\mesh,0,0,Bullet_speed#
		all\Age =all\Age + 1
		If all\Age >= Bullet_Life
			FreeEntity all\Mesh
			Delete all		
		EndIf
	Next
	
End Function

Function GUI()
	Color 225,225,225
	Text 0,0,Balls
End Function

Function Block_distroy()
For z.Map = Each Map
	For x.bullet = Each Bullet
		If EntityCollided(x\mesh,Col_Scnery)
			DebugLog"Collieded"
			FreeEntity x\Mesh
			Delete x
		EndIf
	Next
Next
End Function



Duckstab[o](Posted 2004) [#9]
;Setup
Graphics3D 800,600,32,2
SeedRnd(MilliSecs())
SetBuffer BackBuffer()

;types
Type Map
Field Mesh
Field Make
End Type

Type Bullet
Field Mesh
Field Age
End Type
;arrays
Dim Map(10,10)
;Variables
Global Quit=False
Global cam
Const Bullet_Life=100
Const Bullet_speed#=0.4
Global Balls=1000
Global Temp
;collions
Const Col_Player=1
Const Col_Scnery=2
Const Col_Blocks=3
Const Col_bullet=4
Collisions Col_Player,Col_Scnery,2,2
Collisions Col_bullet,Col_Scnery,2,2

;main Game

;PLayer loading
Global Player=LoadMesh("ball.3ds")
ScaleMesh Player,0.3,0.3,0.3
EntityType Player,Col_player
EntityRadius Player,0.4

;Main camrea
Cam=CreateCamera(Player);this is the main view camrea
TranslateEntity Cam,0,1,-3
PointEntity Cam,PLayer
;Light
light=CreateLight();Creates a light

;INfinte plane
plane=CreatePlane();Makes a simple infinte plane
grass_tex=LoadTexture( "media/metal.png" );loads planes texture
EntityTexture plane,grass_tex;set planes texture
PositionEntity plane,0,-1,0;positions the plane
EntityType Plane,Col_scnery
;EntityAlpha plane,0.9
;mirror=CreateMirror()
;Map camrea
cam2=CreateCamera(cam);Creates the map camrea
TranslateEntity cam2,0,5,0
PointEntity cam2,plane
CameraViewport cam2,0,500,100,100;positions the map


;create the random map
Generate_map()
create_map()
;Physics()

Repeat;Main loop
Movement
Shoot
Update_Bullets
Block_Checker()

UpdateWorld
RenderWorld
GUI
Flip

Finish
Until Quit=True
;end of main loop

;Functions
Function Finish();Detects if the game has finished
If KeyHit(1)
Quit=True
EndIf
End Function

Function Generate_map();Generates the 2d map cordanites
For x=0 To 10
For y=0 To 10
Map(x,y)=Rnd(1,10)
DebugLog map(x,y)
Next
Next


End Function

Function Create_map();Generates the 3d visible map
For x=0 To 10
For y=0 To 10
If map(x,y)=2
a.Map = New map
a\Mesh =CreateCube ()
EntityType a\mesh,Col_Scnery
PositionEntity a\mesh,x,0,y
ScaleEntity a\mesh,0.5,1,0.5
a\Make = Map(x,y)
EndIf
Next
Next
End Function

Function Movement();Controls the players movement
If KeyDown( 205 )=True Then TurnEntity Player,0,-1,0
If KeyDown( 203 )=True Then TurnEntity Player,0,1,0
If KeyDown( 208 )=True Then MoveEntity Player,0,0,-0.05
If KeyDown( 200 )=True Then MoveEntity Player,0,0,0.05
End Function

Function Shoot()
If KeyHit(57)
If Balls > 0
b.Bullet = New bullet
b\Mesh = CreateSphere()
EntityType b\mesh,Col_bullet
ScaleMesh b\mesh,0.1,0.1,0.1
PositionEntity b\mesh,EntityX(Player),0,EntityZ(player)
RotateEntity b\mesh,0,EntityYaw(Player),0
b\Age=1
Balls=Balls-1
Else

EndIf
EndIf
End Function

Function Update_Bullets()
For all.Bullet = Each Bullet
MoveEntity all\mesh,0,0,Bullet_speed#
all\Age =all\Age + 1
If all\Age >= Bullet_Life
FreeEntity all\Mesh
Delete all
EndIf
Next

End Function

Function GUI()
Color 225,225,225
Text 0,0,Balls
End Function


Function Block_Checker()
temp=0
For a.bullet=Each bullet
temp=EntityCollided(a\mesh,Col_Scnery)
If temp>0 Then Block_destroy(Temp)
If temp>0 Then FreeEntity a\mesh:Delete a:temp=0
Next
End Function

Function Block_destroy(temp)
For b.map=Each map
If b\mesh=temp Then FreeEntity b\mesh:Delete b
Next
End Function

try this out got it working is destroying the blocks


Agamer(Posted 2004) [#10]
Thanks for that, I sort of understand what you have done, so thanks, I can now continue on making my game!