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June 4, 2017 02:52
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Method to check collision and separate two rectangles
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package; | |
class Rectangle | |
{ | |
public var x: Float; | |
public var y: Float; | |
public var width: Int; | |
public var height: Int; | |
public function new(x:Float = 0, y:Float = 0, width:Int = 0, height:Int = 0):Void | |
{ | |
this.x = x; | |
this.y = y; | |
this.width = width; | |
this.height = height; | |
} | |
public function checkCollision(r:Rectangle):Bool | |
{ | |
var a: Bool; | |
var b: Bool; | |
if (x < r.x) | |
a = r.x < x + width; | |
else | |
a = x < r.x + r.width; | |
if (y < r.y) | |
b = r.y < y + height; | |
else | |
b = y < r.y + r.height; | |
return a && b; | |
} | |
public function checkPointInside(px:Float, py:Float):Bool | |
{ | |
if (px > x && px < (x + width) && py > y && py < (py + height)) | |
return true; | |
else | |
return false; | |
} | |
public function getIntersection(r:Rectangle):Rectangle | |
{ | |
var nx:Float = 0; | |
var ny:Float = 0; | |
var nw:Int = 0; | |
var nh:Int = 0; | |
if (x < r.x) | |
{ | |
nx = r.x; | |
nw = Std.int((x + width) - r.x); | |
} | |
else | |
{ | |
nx = x; | |
if ((x + width) < (r.x + r.width)) | |
nw = width; | |
else | |
nw = Std.int((r.x + r.width) - x); | |
} | |
if (y < r.y) | |
{ | |
ny = r.y; | |
nh = Std.int((y + height) - r.y); | |
} | |
else | |
{ | |
ny = y; | |
if ((y + height) < (r.y + r.height)) | |
nh = height; | |
else | |
nh = Std.int((r.y + r.height) - y); | |
} | |
return new Rectangle(nx, ny, nw, nh); | |
} | |
public function separate(rect:Rectangle):Void | |
{ | |
if (collision(rect)) | |
{ | |
var inter = getIntersection(rect); | |
// collided horizontally | |
if (inter.height > inter.width) | |
{ | |
// collided from the right | |
if ((x + width) > rect.x && (x + width) < (rect.x + rect.width)) | |
x = rect.x - width; | |
// collided from the left | |
else | |
x = rect.x + rect.width; | |
} | |
// collided vertically | |
else | |
{ | |
// collided from the top | |
if ((y + height) > rect.y && (y + height) < (rect.y + rect.height)) | |
y = rect.y - height; | |
// collided from the bottom | |
else | |
y = rect.y + rect.height; | |
} | |
} | |
} | |
} |
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