SDL Collision Events

August 4th, 2009 by Tim Jones Leave a reply »

Finally! The next tutorial. This is the 2nd part to the SDL Collision tutorial. We’ll be looking at collision events, the part we left unfinished in the last tutorial. To refresh your memory, a collision event is an event that is stored in queue after a collision has taken place. Take our recent shooter contest for an example. When the player fires a bullet, the bullet flies through the air, and then hits the enemy. The moment the bullet and the enemy collide, an event is triggered and stored in the queue. After all movement has taken place, the queue is iterated through, and events can appropriately respond.

So lets get started. Open up your project from the last tutorial. We’re first going to make a few prelimary changes. Make a new file called CEntityCol.cpp. Inside that file, put the following:

#include "CEntity.h"

std::vector<CEntityCol> CEntityCol::EntityColList;

CEntityCol::CEntityCol() {
    this->EntityA = NULL;
    this->EntityB = NULL;
}
 

Now, get rid of that code from CEntity.cpp. I am basically moving the code to its own file so that everything is much neater. The second thing. Open up CEntity.h and change:

virtual void OnCollision(CEntity* Entity);
 

To this:

virtual bool OnCollision(CEntity* Entity);
 

Also, change the void to bool in CEntity.cpp, CPlayer.h, and CPlayer.cpp. Why the change? Well, you’ll see in a minute. ;)

We’re already storing the collision events in a queue, now we need to do something with them. Open up CApp_OnLoop.cpp. You’ll notice we already have a loop going for entities and we’re calling OnLoop. We’re basically going to do the same thing again, but after our first loop:

for(int i = 0;i < CEntity::EntityList.size();i++) {
    if(!CEntity::EntityList[i]) continue;

    CEntity::EntityList[i]->OnLoop();
}

//Collision Events
for(int i = 0;i < CEntityCol::EntityColList.size();i++) {
    CEntity* EntityA = CEntityCol::EntityColList[i].EntityA;
    CEntity* EntityB = CEntityCol::EntityColList[i].EntityB;

    if(EntityA == NULL || EntityB == NULL) continue;

    if(EntityA->OnCollision(EntityB)) {
        EntityB->OnCollision(EntityA);
    }
}

CEntityCol::EntityColList.clear();
 

Not much going on here. We’re first iterating through every event in the queue. We then grab the two entities involved (EntityA, and EntityB), and we make sure they are valid pointers. If so, we first tell EntityA that it has collided with EntityB by calling OnCollision. Now, this is where that void to bool change comes in. EntityA can choose to prevent EntityB from knowing it has collided with him. If you remember, only Entities that are moving check for collision. This would mean EntityA is definitly a moving entity, and EntityB may or may not be moving.

Here’s an example to explain why you wouldn’t want to waste time calling EntityB’s OnCollision. Say you fire a bullet, and it hits a rock entity. Now, lets say the rock has a flag stating it’s indestructable. Our rock doesn’t care its been hit. So, when the OnCollision is called for the bullet, the bullet can see the entity it has hit is indestructable. And because of that, it can create a little “bullet being destroyed” animation, and then we can ignore telling the rock about it.

This is about the extent of entity collisions. So, now that we have this base, lets do something semi-useful with it.

Open up CEntity.h and add this new function, and variable:

protected:
    bool    CanJump;

public:
    bool    Jump();
 

Then, open up CEntity.cpp, and add the Jump function. Also make CanJump = false in the constructor:

CEntity::CEntity() {
    CanJump = false;

    // … Other code …
}

bool CEntity::Jump() {
    if(CanJump == false) return false;

    SpeedY = -MaxSpeedY;

    return true;
}
 

Finally, go to the OnMove function. We’re going to figure out when our entity is allowed to jump. An entity is allowed to jump whenever it is touching the ground – or, in other words, whenever the entity is no longer moving on the positive Y-axis. So, at the top, we are first always going to reset CanJump to false:

CanJump = false;
 

Now, go down a bit, and modify the PosValid for the Y-axis to the following:

if(PosValid((int)(X), (int)(Y + NewY))) {
    Y += NewY;
}else{
    if(MoveY > 0) {
        CanJump = true;
    }

    SpeedY = 0;
}
 

Now, to run through everything we did. First, we have a flag that states if an entity can jump. When set to true, we are allowed to call the Jump function. This CanJump variable is always false, unless our feet are on the ground. Whenever we actually do want to jump, we simply set our SpeedY in the negative Y-axis direction (up). Remember, gravity is always pushing us down, but at a slow speed. So, if we have a SpeedY of -5, and a AccelY of 0.75, we’ll move up for a time, gravity will kick in, and then we will eventually be pushed back down. Thus, giving the effect of a real jump. The trick here is to get the Speed and Acceleration variables just right.

Also, as a side note, the reason we made Jump return true/false is simply for informational purposes. Meaning, when a key is pressed by the player to jump, they won’t always be allowed to jump. And, if you wanted, you could do something based upon what Jump() returns.

So a few more tweaks before we try this out. In the constructor of CEntity, change the MaxSpeedX and MaxSpeedY to 10. Then, open up CApp_OnEvent.cpp and add the following to OnKeyDown:

case SDLK_SPACE: {
    Player.Jump();
    break;
}
 

And one last thing. Open up CPlayer.cpp, and change the OnCollision function to this:

bool CPlayer::OnCollision(CEntity* Entity) {
    Jump();

    return true;
}
 

That’s it! Compile, run, and have fun with Yoshi jumping all over the place. You’ll notice the simple collision event we added is that when Yoshi 1 collides with Yoshi 2, it causes Yoshi 1 to jump. Kind of lame, but you should get the idea.

SDL Collision Events – Tutorial Files:
Win32: Zip, Rar

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17 comments

  1. LukeF says:

    Great tutorials I have learned a ton from them and the best part is the usage of oo programming which few other tutorials do, I hope you will continue your tutorials thanks for your time and effort

  2. xFlasH says:

    Hi Tim,

    There are a lot of tuts for SDL on web, but only a few are object oriented and so well explained!
    Very great job !

    Have you plan to write other tuts on it?

    Thanks a lot.

  3. Andrius Bartulis says:

    Hey Tim,
    Thanks ALOT for your awsome tutorials on SDL (and good OO programming style). Your tutorials are even more clearer and usefull than printed SDL books (“Focus on SDL” and “Programming Linux games”). Once again, very good and motivating work, keep it up.
    By the way, are you, by any chance, planning to write a BOOK on C++ or SDL game programming?

    Respect+++

    • Tim Jones says:

      Andrius,
      Thanks! I currently have no plans to write a book, but I have thought about a “book compilation” before when I am satisfied with the tutorial series here.

  4. mrj says:

    loving the tutes so far. they’re great. i’m working on figuring a way to keep the map from going “off”. what i mean by that is, the camera is focused on the target, yes, but in case the target is in the top left/top right/bottom left/bottom right areas, the camera doesn’t go off into black spaces. a few of the attempts i did had some funny results, like when i was moving the collisions but not the sprites on screen… when i get the solution i’ll leave it here.

  5. Tim Jones says:

    Audrius,
    Not sure how I missed your comment. Thanks for the compliments!

  6. Hey, Tim!

    I’ve been dangling around these tutorials for a while now.

    I wanted to thank You for the time You spend on writing them. Most of the people who read them, don’t understand how hard it is to do something like that and in so much detail.

    Just recently I looked through the comments and found Your last comment was on September 21st. That put a huge smile on my face (no more outdated, old and forgotten decent information about game/game engine programming). I do really hope that You won’t quit doing, what You do so well and I’m really looking forward to reading your new tutorials with anticipation.

    Sincerely thankful,
    Audrius.

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