Edge Detection --> CGPath --> SpriteKite Collision - ios

I've been trying to find the most efficient way to get per pixel collision in SpriteKit for iOS 7 (SpriteKit for iOS 8 has support for this, however). Of course I would like to use a box or circle to represent the sprites' physics bodies, but unfortunately the nature of the game demands per pixel collision.
I know I could manually draw the CGPaths around the sprites, but I'm trying to save myself some time / create a method for long term use / learn something new. Since the images for the sprites are drawn on an alpha background (png file), I was wondering if using edge detection or some other method would work to trace the non-alpha edges with a CGPath. This would happen during game initialization, and the CGPaths would be turned into physics bodies and be saved. I couldn't find much help online, though I did read that this could potentially be very tricky.
Any help is much appreciated. Thanks!

As far as I'm aware you can't trace the non alpha edges automatically, I use a tool where you drag and drop a sprite into a box and click points to represent the physics body. The tool then returns the code for the path you just defined, it makes things a little easier until iOS 8 is out.

Related

How to do a laser effect with HLSL and DirectX 11?

I am still developing on my sci-fi video game using my own custom game engine. Now, I want to implement the combat system in my game and in the engine. While nearly everything is clear to me, I wonder how to do proper laser beams like the ones known from Star Wars, Star Trek, Babylon 5, etc.?
I did some online research, however I did not find any suitable article. I am pretty sure I searched with the wrong keywords/tags. Can you give me some hints how to implement such effects as laser beams? I think, it'd be enough to know the proper techniques or terms I need for online research...
A common way is to draw three (or more) intersecting transparent planes like this, if you excuse my crude drawing:
Each of them then bears the same laser texture that fades to black near the top and bottom edges:
If you add any subtle detail, remember to scale the texture coordinates appropriately based on the length of the beam and enable wrapping.
Finally, and most importantly, use a shader that shows only the planes facing the camera, while fading away the ones at a glancing angle to hide the fact that we're using intersecting planes and make the beam look smooth and plausible. The blending should be additive. You should also add some extra effects to the ends of the beam, again to hide the planes.

is there a simple way to draw coordinates for SKnodes obstacles from images?

I am creating a game and I need to draw some obstacles on in (SKNodes), depending on the level (background image).
Let's say I have a tree, i would like to draw borders around it as in the picture below:
I will need the coordinates to create a physicsBody.
Is there a simple way to do it? (maybe a software?)
I will need to adapt the same coordinates for different devices, therefore I believe it's too complicated to manually do it.
Any ideas?
Thanks!
There is a SKPhysicsBody class method that could be of help:
+ bodyWithTexture:size:
From the description:
Use this method when your sprite has a shape that you want replicated
in its physics body. The texture is scaled to the new size and then
analyzed. A new physics body is created that includes all of the
texels in the texture that have a nonzero alpha value. The shape of
this body attempts to strike a good balance between performance and
accuracy. For example, fine details may be ignored if keeping them
would cause a significant performance penalty.
Check out this SKPhysicsBody Path Generator.
You can easily create a path as you desire with this tool (but make sure you read the rules at the top right)

SKSpriteNode - How do I write to the pixels that make up the image of a sprite?

I would like to be able to write pixels to the image of an SKSprite in iOS7. How do I do this?
Applications? Graphing for example. Random images. Applying damage effects perhaps to a sprite.
You can't directly write to an SKSpriteNode's pixel data in iOS 7. (This is called out explicitly in Apple's WWDC 2013 videos about sprite kit, which I highly recommend.) The only thing you can do is to change its texture member. The Apple docs on sprites give a variety of techniques to do that.
If you really need to programmatically create an image, you can always do so with a pixel buffer and then make it into an SKTexture with textureWithData:size: and related methods. For explosions and damage effects, though, there are probably better ways to do this, such as particle systems or masking out or combining the underlying sprite with other sprites.
How to draw a line in Sprite-kit
I didn't know you could draw lines and such directly onto nodes or scenes. This works for my purposes.

Directional Lights

I'm working on a game idea (2D) that needs directional lights. Basically I want to add light sources that can be moved and the light rays interact with the other bodies on the scene.
What I'm doing right now is some test where using sensors (box2d) and ccDrawLine I could achieve something similar to what I want. Basically I send a bunch of sensors from certain point and with raycast detect collisions, get the end points and draw lines over the sensors.
Just want to get some opinions if this is a good way of doing this or is other better options to build something like this?
Also I would like to know how to make a light effect over this area (sensors area) to provide a better looking light effect. Any ideas?
I can think of one cool looking effect you could apply. Put some particles inside the area where light is visible, like sparks shining and falling down very slowly, something like on this picture
Any approach to this problem would need to use collision detection anyway so your is pretty nice providing you have limited number of box2d objects.
Other approach when you have a lot of box2d objects I would think of is to render your screen to texture with just solid colors (should be fast) and perform ray tracing on that generated texture to find pixels that are going to be affected by light. That way you are limited to resolution not the number of box2d objects.
There is a good source code here about dynamic and static lights in a 2D space.
It's Ruby code but easy to understand so it shouldn't be long to port it to Obj-C/Cocos2D/box2D.
I really hope it will help you as it helped me.
Hm, interesting question. Cocos2D does provide some rather flexible masking effects. You could have a gradient mask that you lay over your objects, where its position depends on the position of the "light", thereby giving the effect that your objects were being coloured by the light.

Surface Detection in 2d Game?

I'm working on a 2D Platform game, and I was wondering what's the best (performance-wise) way to implement Surface (Collision) Detection.
So far I'm thinking of constructing a list of level objects constructed of a list of lines, and I draw tiles along the lines.
alt text http://img375.imageshack.us/img375/1704/lines.png
I'm thinking every object holds the ID of the surface that he walks on, in order to easily manipulate his y position while walking up/downhill.
Something like this:
//Player/MovableObject class
MoveLeft()
{
this.Position.Y = Helper.GetSurfaceById(this.SurfaceId).GetYWhenXIs(this.Position.X)
}
So the logic I use to detect "droping/walking on surface" is a simple point (player's lower legs)-touches-line (surface) check
(with some safety approximation
- let`s say 1-2 pixels over the line).
Is this approach OK?
I`ve been having difficulty trying to find reading material for this problem, so feel free to drop links/advice.
Having worked with polygon-based 2D platformers for a long time, let me give you some advice:
Make a tile-based platformer.
Now, to directly answer your question about collision-detection:
You need to make your world geometry "solid" (you can get away with making your player object a point, but making it solid is better). By "solid" I mean - you need to detect if the player object is intersecting your world geometry.
I've tried "does the player cross the edge of this world geometry" and in practice is doesn't work (even though it might seem to work on paper - floating point precision issues will not be your only problem).
There are lots of instructions online on how to do intersection tests between various shapes. If you're just starting out I recommend using Axis-Aligned Bounding Boxes (AABBs).
It is much, much, much, much, much easier to make a tile-based platformer than one with arbitrary geometry. So start with tiles, detect intersections with AABBs, and then once you get that working you can add other shapes (such as slopes).
Once you detect an intersection, you have to perform collision response. Again a tile-based platformer is easiest - just move the player just outside the tile that was collided with (do you move above it, or to the side? - it will depend on the collision - I will leave how to do this is an exercise).
(PS: you can get terrific results with just square tiles - look at Knytt Stories, for example.)
Check out how it is done in the XNA's Platformer Starter Kit Project. Basically, the tiles have enum for determining if the tile is passable, impassable etc, then on your level you GetBounds of the tiles and then check for intersections with the player and determine what to do.
I've had wonderful fun times dealing with 2D collision detection. What seems like a simple problem can easily become a nightmare if you do not plan it out in advance.
The best way to do this in a OO-sense would be to make a generic object, e.g. classMapObject. This has a position coordinate and slope. From this, you can extend it to include other shapes, etc.
From that, let's work with collisions with a Solid object. Assuming just a block, say 32x32, you can hit it from the left, right, top and bottom. Or, depending on how you code, hit it from the top and from the left at the same time. So how do you determine which way the character should go? For instance, if the character hits the block from the top, to stand on, coded incorrectly you might inadvertently push the character off to the side instead.
So, what should you do? What I did for my 2D game, I looked at the person's prior positioning before deciding how to react to the collision. If the character's Y position + Height is above the block and moving west, then I would check for the top collision first and then the left collision. However, if the Character's Y position + height is below the top of the block, I would check the left collision.
Now let's say you have a block that has incline. The block is 32 pixels wide, 32 pixels tall at x=32, 0 pixels tall at x=0. With this, you MUST assume that the character can only hit and collide with this block from the top to stand on. With this block, you can return a FALSE collision if it is a left/right/bottom collision, but if it is a collision from the top, you can state that if the character is at X=0, return collision point Y=0. If X=16, Y=16 etc.
Of course, this is all relative. You'll be checking against multiple blocks, so what you should do is store all of the possible changes into the character's direction into a temporary variable. So, if the character overlaps a block by 5 in the X direction, subtract 5 from that variable. Accumulate all of the possible changes in the X and Y direction, apply them to the character's current position, and reset them to 0 for the next frame.
Good luck. I could provide more samples later, but I'm on my Mac (my code is on a WinPC) This is the same type of collision detection used in classic Mega Man games IIRC. Here's a video of this in action too : http://www.youtube.com/watch?v=uKQM8vCNUTM
You can try to use one of physics engines, like Box2D or Chipmunk. They have own advanced collision detection systems and a lot of different bonuses. Of course they don't accelerate your game, but they are suitable for most of games on any modern devices
It is not that easy to create your own collision detection algorithm. One easy example of a difficulty is: what if your character is moving at a high enough velocity that between two frames it will travel from one side of a line to the other? Then your algorithm won't have had time to run in between, and a collision will never be detected.
I would agree with Tiendil: use a library!
I'd recommend Farseer Physics. It's a great and powerful physics engine that should be able to take care of anything you need!
I would do it this way:
Strictly no lines for collision. Only solid shapes (boxes and triangles, maybe spheres)
2D BSP, 2D partitioning to store all level shapes, OR "sweep and prune" algorithm. Each of those will be very powerfull. Sweep and prune, combined with insertion sort, can easily thousands of potentially colliding objects (if not hundreds of thousands), and 2D space partitioning will allow to quickly get all nearby potentially colliding shapes on demand.
The easiest way to make objects walk on surfaces is to make then fall down few pixels every frame, then get the list of surfaces object collides with, and move object into direction of surface normal. In 2d it is a perpendicular. Such approach will cause objects to slide down on non-horizontal surfaces, but you can fix this by altering the normal slightly.
Also, you'll have to run collision detection and "push objects away" routine several times per frame, not just once. This is to handle situations if objects are in a heap, or if they contact multiple surfaces.
I have used a limited collision detection approach that worked on very different basis so I'll throw it out here in case it helps:
A secondary image that's black and white. Impassible pixels are white. Construct a mask of the character that's simply any pixels currently set. To evaluate a prospective move read the pixels of that mask from the secondary image and see if a white one comes back.
To detect collisions with other objects use the same sort of approach but instead of booleans use enough depth to cover all possible objects. Draw each object to the secondary entirely in the "color" of it's object number. When you read through the mask and get a non-zero pixel the "color" is the object number you hit.
This resolves all possible collisions in O(n) time rather than the O(n^2) of calculating interactions.

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