Welcome to episode 82 of Game Programming! In this episode, we will be implementing collision in our particle class to enable particles to bounce off walls and prevent them from going into walls. Let’s dive in!
![Particle Simulation in Game Programming](https://img.youtube.com/vi/172GLQJHNW8/hq720.jpg)
Contents
Adjusting Particle Movement
To allow our particles to move omnidirectionally, we need to make a small adjustment in our code. We will remove the code that restricts the particles’ movement to only the right direction. This change will enable particles to move in any direction.
Implementing Collision Detection
To handle collisions, we will create a move method in our particle class. This method will calculate the new x, y, and z positions of the particles based on their current positions and their respective velocities (Xa, Ya, and Za).
Next, we will check for collisions using a collision method. This method will detect if the particle is colliding with a wall or another object. If there is a collision, we will reverse the direction of the particle by changing the sign of its respective velocity.
Fine-tuning Collision Detection
After implementing the collision detection, we noticed a few issues in certain scenarios. To address these issues, we made some adjustments:
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Rounding: To ensure accurate collision detection, we use the math “floor” function to round down the x and y positions when detecting collisions on the left and bottom sides of the particle.
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Rendering Offset: To improve the visual appearance, we added an offset of one pixel to the particle’s position on the x-axis.
Testing the Particle Simulation
With the particle simulation and collision detection in place, we tested the code and observed that the particles bounce off walls and each other accurately. The implementation of physics and collision detection adds depth and realism to the simulation.
Conclusion
In this episode, we explored particle simulation and implemented collision detection in our particle class. The accurate physics and collision behavior enhance the overall realism of the simulation. Stay tuned for the upcoming episodes where we will dive into sprite creation using After Effects.