Corona/Box2D detect collision with non-moving static objects - lua

For posting reasons here's a simple version of what I'm trying to do.
On the screen I have a simple circle object that is static and doesn't move. The user can then drag and drop a straight line. If the line passes through that circle I'm hoping for the collision event to be triggered.
It appears that unless one of the objects are moving the collision is never detected. Can I detect the collision when the line is drawn?
Collision Event
function onHit(e)
print("hit");
end
Runtime:addEventListener("collision", onHit)
Touch Event
local startX = 0;
local startY = 0;
local endX = 0;
local endY = 0;
function onTouch(e)
if(e.phase == "began") then
startX = e.x
startY = e.y
elseif(e.phase == "moved") then
endX = e.x
endY = e.y
elseif(e.phase == "ended") then
local line = display.newLine(startX, startY, endX, endY)
line:setColor(100, 100, 100)
line.width = 2
physics.addBody(line, "static", { })
end
end
Runtime:addEventListener("touch", onTouch)
Create circle
local c = display.newCircle(50, 50, 24)
physics.addBody(c, "static", { radius = 24 })

This page from the Corona SDK docs describes the bodyType property about halfway down the page. When describing "static" bodies, it says (my emphasis):
static bodies don't move, and don't interact with each other;
examples of static objects would include the ground, or the walls of a
pinball machine.
That means that one of the objects has to be something other than static.
Here's an idea, although I haven't tried it myself: (See update below.) Make the line dynamic when you first create it. Set it to static a few milliseconds later using a timer.performWithDelay function. If a collision event occurs in the meantime, you will know that you've got an overlap, and can set the bodyType back to static immediately. If you don't get a collision event, the bodyType will still be dynamic in the delayed routine, and you'll know you didn't have an overlap. In this case, you'll still need to set the line to static in the delayed routine.
UPDATE: Tested this, using your code as the starting point
I changed the collision event to always set both objects' bodyType to static:
function onHit(e)
print("hit")
e.object1.bodyType = "static"
e.object2.bodyType = "static"
end
Then I changed the addBody call for the line to add it as a dynamic body, with new code to setup a timer.PerformWithDelay function to check after a short time:
physics.addBody(line, "dynamic", { })
timer.performWithDelay(10,
function()
if line.bodyType == "dynamic" then
print ("NO OVERLAP")
line.bodyType = "static"
end
end)
The results were, unfortunately, mixed. It works most of the time, perhaps 95%, but fails occasionally when drawing a line that starts outside the circle and ends inside, which should be an overlap, but is sometimes reported as no overlap. I wasn't able to figure out why this was happening. I'm posting this anyway, hoping that it gets you going, and also thinking that someone may be able to figure out the inconsistent behavior and educate us both.
Failing that, you could add an additional check for the "no overlap" case to check if either endpoint of the line is closer than the radius of the circle away from the center. That would be make things work, but I suppose it misses the whole point of letting the physics engine to the work.
Anyway, good luck!

Perform a raycast when you release your mouse press. This way you can keep both objects static, and know that they intersect via the raycast callback.
(I know that this is an old post, but it was the first hit on my Google search and is incorrect afaic)

Set the body type as kinematic, set it as a sensor, and update its position to the entity it's tied to every frame. Unlike static, kinematic can interact with static.

Related

How can I make an object face towards a position in Roblox Studio?

I've been trying to get a part, to change rotation to point toward a specified point. Can't find anything googling, so I tried to make it myself.
I tried this: but instead of rotating anything, looks like the rotation just has the regular CFrame functions, and just teleports it to the position.
if (pos ~= nil) then
script.Parent.CFrame = script.Parent.CFrame.Rotation:ToWorldSpace(pos)
end
In Roblox's documentation, Understanding CFrames, there's a section on rotating to face a point.
Essentially, one of the CFrame constructors allows you to pass in two Vector3s. The first is the object's position, and the second is the point to look at. So just use the object's current position for the first value, and the target position as the second value.
if (pos ~= nil) then
local object = script.Parent
local position = object.Position
local look = pos
object.CFrame = CFrame.new(position, look)
end

Roblox Look at mouse camera rotation problem

The devforum was no help so I'm asking it here.
Im trying to make a Five Nights At Freddys game and I’m making the custom camera script, but its not facing the correct direction. Why is this happening?
Video:
https://doy2mn9upadnk.cloudfront.net/uploads/default/original/4X/0/2/4/024cca4de534dcfc084a944d3c2a13abf5382e0c.mp4
Code
RunService.RenderStepped:Connect(function()
if PlayerCharacter:WaitForChild("Player"):WaitForChild("isNightGuard").Value and not game.ReplicatedStorage:FindFirstChild("GameData"):FindFirstChild("inCams").Value then
Mouse.TargetFilter = game.Workspace.NightguardPosition
CurrentCamera.CFrame = CFrame.new(game.Workspace.NightguardPosition.CFrame.Position)
CurrentCamera.CFrame = CFrame.new(CurrentCamera.CFrame.Position, Mouse.UnitRay.Direction * 10)
end
end)
The NightguardPosition part is in the correct position and orientation.
I’ve tried many variations of the camera script but they all have the same result, please help?
The issue here is that for the CFrame.new(Vector3: position, Vector3: lookAt) constructor, the second Vector3 is what the CFrame will point at in world-space and is not a direction vector, unless position is (0, 0, 0), the origin. To fix the issue, you must add NightguardPosition.Position to the where the mouse is pointing in the world since that unit ray of the mouse like an offset when having to set lookAt.
Modified code with some comments (changes made to RenderStepped are suggestions and do not need to be built around!):
CurrentCamera.CameraSubject = workspace.NightguardPosition --// The CameraSubject is the LocalPlayer's Humanoid by default, causing some funky movements. Make sure to revert this
--// when cameras are exited.
--// Small performance improvement, unless this is changed elsewhere. Either way, it is best to only set when necessary and not in a looping behavior.
Mouse.TargetFilter = game.Workspace.NightguardPosition
local nightGuardPos = workspace.NightguardPosition.Position
RunService.RenderStepped:Connect(function()
--// CurrentCamera.CFrame = CFrame.new(game.Workspace.NightguardPosition.CFrame.Position)
--// Can be removed as this is the same as getting the Position of NightguardPosition
CurrentCamera.CFrame = CFrame.new(nightGuardPos, nightGuardPos + Mouse.UnitRay.Direction * 10)
end)

How to change the velocity in each frame in Love2D?

I'm trying to code a Pong game on Lua using the framework Love2D with some extra features. Among others, I want curves to occur. In order to do so, I'm trying to implement the trajectory of horizontally launched projectiles. I have a ball table with a position attribute for x (ball.x) and another for y (ball.y). I, also, have a an attribute for the x velocity (ball.dx) and another for the y velocity (ball.dy). Finally, I have an acceleration variable (gravity)
In my game, if the paddle moves and the ball hits it, the ball should follow and horizontal curve. In order to create my curves, I want to change the y-axis velocity on each frame in order to make my ball move in an arc across the screen. The main issue that I have is that I don't know how to change this velocity in each frame in order to create the expected arc. The most recent attempt that I made was to create a while loop like the following code. However, it creates an infinite loop. Can someone enlighten me please?
Clarification:
-Player.x and player.y are the player coordinate
-Player2.x and Player2.y are the opponent coordinate
-This piece of code is inside another if statement detecting a collision. It is inside the love.update(dt) function.
Thank you so much!
if love.keyboard.isDown("up") and distanceBetween(ball.x,ball.y,player.x,player.y)>30 then
ball.dy=0
while CollisionDetector(ball.x,player2.x,ball.y,player2.y, player2.width,player2.height,ball.size)==false or ball.x>0 or ball.y-20>0 or ball.y+20<love.graphics.getHeight() do
ball.dy=ball.dy+gravity*dt
ball.y=ball.y+ball.dy
end
end
I believe the snippet you've provided is a part of love.update function. (At least it should be.) That function is supposed to perform a single step of the game at a time and return. It is not supposed to handle the whole flight in a single call.
In your particular case, while loop expects the ball to move, but that is not something that will happen until the loop and encompassing function end.
In general, to simulate ongoing processes you'll have to store the information about such process. For example, if you want gravity be dependent on the paddle movement direction, then you'll have to modify the corresponding variable and store it between the call.
In your code, there are multiple other design flaws that make it do not what you think it should do. With some functions and code parts left to be implemented by yourself, the code outline would look as follows:
function collides(ball,player)
return (ball.x,player.x,ball.y,player.y, player.width,player.height,ball.size)
end
function love.update(dt)
handle_paddle_movements()
--handle the ball-paddle interaction
if collides(ball,player1) or collides(ball,player2) then
ball.dx=-ball.dx
if love.keyboard.isDown("up") then
--store the info you need to know about the interaction
ball.d2y = -gravity
else if love.keyboard.isDown("down")
ball.d2y = gravity
else
ball.d2y = 0
end
end
handle_the_wall_collision()
--ball movement code should be separate from collision handling
--concrete equations can be whatever you want
ball.x = ball.x+ball.dx*dt
ball.dy = ball.dy + ball.d2y * dt
ball.y = ball.y + ball.dy * dt
end

Making a rectangle jump? (Love2d)

I might be stupid or something. But, I'm having a hard time with this. I usually find examples of code but it just confuses me. Unfortunately there isn't any good tutorial for this. I been using Lua for almost a year so I kinda have experience. Help would be extremely appreciate!
Basically I want to learn how to make rectangle jump up and then go back down.
For a single block that you control, you essentially need to store it's gravity and figure out a nice acceleration for it.
currentGravity = 0;
gravity = 1;
Then in the loop, you have to check if it's on ground using some collision detection. You want to add the gravity acceleration to currentGravity:
currentGravity = currentGravity + gravity
Then, you add it to the current y axis of the block:
YAxis = YAxis + currentGravity
Once you land, make sure to set gravity to 0. Also be sure to keep setting it to 0 to ensure you don't fall through the ground (as you kept adding to gravity no matter what.)
if not inAir() then
currentGravity = 0
end
And, of course, to jump, set currentGravity to a negative number (like 20) (if that's how you made the gravity work.)
Here's a collision detection function I made for Love2D:
function checkCollision(Pos1,Size1,Pos2,Size2)
local W1,H1,W2,H2 = Size1[1]/2,Size1[2]/2,Size2[1]/2,Size2[2]/2
local Center1,Center2 = {Pos1[1]+W1,Pos1[2]+H1},{Pos2[1]+W2,Pos2[2]+H2}
local c1 = Center1[1]+(W1) > Center2[1]-W2
local c2 = Center1[1]-(W1) < Center2[1]+W2
local c3 = Center1[2]+(H1) > Center2[2]-H2
local c4 = Center1[2]-(H1) < Center2[2]+H2
if (c1 and c2) and (c3 and c4) then
return true
end
return false
end
It assumes the position you gave it is the center of the block. If the box is rotated it won't work. You'll have to figure out how to make it work with walls and the like. And yes, it's ugly because it's very old. :p

Changing a moving objects direction of travel in corona

I'm new to Corona and looking for a little help manipulating moving objects:
Basically I want a set up where when I can click on a moving object, a dialog box will pop up giving me the option to change the speed of the object and the vector of travel. I'm pretty sure I can figure out the event handling and the dialog but I'm stuck on simply changing the direction of travel to the new vector
in a simple example, I have a rect moving up the screen as follows:
obj1 = display.newRect(500, 800, 10, 40)
transition.to(obj1,{x=500, y = 100, time = 40000})
I know I can change the speed by adjusting the time, but if I use
obj1:rotate(30)
to turn the object 30 degrees, how do I make it travel in the new direction?
Should I be using physics - linear impulse for example, instead of transitions?
Apologies if this is a stupid question but I have searched without success for a solution.
This sounds like what you are trying to do. You would have to modify bits to fit your code but this is a working example. So if you copy it to a new main.lua file and run it you can see how it works. (Click to rotate obj).
local obj = display.newRect(50,50, 10, 40)
local SPEED = 1
local function move(event)
obj.x = obj.x + math.cos(math.rad(obj.rotation)) * SPEED
obj.y = obj.y + math.sin(math.rad(obj.rotation)) * SPEED
end
local function rotate(event)
obj.rotation = obj.rotation + 45
end
Runtime:addEventListener("enterFrame", move)
Runtime:addEventListener("tap", rotate)
Basically I used the "enterFrame" event to 'move' the rectangle, by recalculating the x and y of the objects location using its rotation (which is easy enough to modify) every frame.

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