Example #1
0
    /*
     * This method detects collision between a cannonball and a point on the string
     * If a collision is detected, the string moves away from the cannonball
     * NOTE: If the segment length of the string is larger than the collision radius of the cannonball,
     * than a collision may not be detected
     */
    private void DetectAndMoveOnStringCollision()
    {
        foreach (GameObject cannonball in OperateCannons.activeCannonballs) // For each active cannonball
        {
            if (cannonball == null)
            {
                continue;
            }

            CannonballMotion motion           = cannonball.GetComponent <CannonballMotion>(); // Get the CannonballMotion component of the cannonball
            Vector3          cannonballCenter = new Vector3(motion.GetXPosition(), motion.GetYPosition(), 0f);
            Vector3          centerToPoint;                                                   // The vector from the center of the cannonball to a point on the string
            float            distance;                                                        // The distance between the center and the point

            // For each point of the string, except the point connected to the body
            for (int i = 1; i < NUM_STRING_POINTS; i++)
            {
                centerToPoint = cannonballCenter - currentStringPoints[i];
                distance      = centerToPoint.magnitude;

                // If the distance from the center of the cannonball to the point is less than or equal to the collision radius of the cannonball
                if (System.Math.Abs(distance) <= CannonballCollisionDetection.collisionRadius + COLLISION_BUFFER_ZONE)
                {
                    // The point is inside the cannonball
                    float error = CannonballCollisionDetection.collisionRadius + COLLISION_BUFFER_ZONE - distance;
                    float direction; // The direction in which to correct the position of the string points

                    // Set the direction to the direction the cannonball is moving
                    if (motion.GetXVelocity() > 0)
                    {
                        direction = 1f; // Right direction
                    }
                    else
                    {
                        direction = -1f; // Left direction
                    }

                    // For the string point and every string point below it
                    for (int j = i; j < NUM_STRING_POINTS; j++)
                    {
                        currentStringPoints[j].x += 2f * error * direction; // Correct the x position of the point
                        currentStringPoints[j].y += 2f * error;             // Correct the y position of the point (always upward)
                    }
                }
            }
        }
    }
Example #2
0
    // Returns true if a cannonball has collided with the body
    private bool DetectBodyCollision()
    {
        foreach (GameObject cannonball in OperateCannons.activeCannonballs) // For each active cannonball
        {
            if (cannonball == null)
            {
                continue; // Do nothing if the cannonball is not active
            }

            CannonballMotion motion           = cannonball.GetComponent <CannonballMotion>(); // Get the CannonballMotion component of the cannonball
            Vector3          cannonballCenter = new Vector3(motion.GetXPosition(), motion.GetYPosition(), 0f);
            Vector3          centerToCenter   = cannonballCenter - bodyCenterPoint;           // The vector from the center of the cannonball to the center for the body
            float            distance         = centerToCenter.magnitude;                     // The distance between the centers

            // If the distance is less or equal to the radius of collision of the cannonball combined with the radius of the biggest circle inscribed within a hexagon
            if (System.Math.Abs(distance) < CannonballCollisionDetection.collisionRadius + COLLISION_BUFFER_ZONE + BODY_SEGMENT_LENGTH * System.Math.Cos(System.Math.PI / 6))
            {
                // The cannonball is inside the body
                return(true); // A collision occured
            }

            // For each point of the body
            for (int i = 0; i < NUM_BODY_POINTS; i++)
            {
                centerToCenter = cannonballCenter - currentBodyPoints[i];
                distance       = centerToCenter.magnitude;

                // If the distance from the center of the cannonball to the point is less than or equal to the collision radius  of the cannonball
                if (System.Math.Abs(distance) <= CannonballCollisionDetection.collisionRadius + COLLISION_BUFFER_ZONE)
                {
                    // The point is inside the cannonball
                    return(true); // A collision occured
                }
            }
        }

        return(false); // No collision occured
    }
Example #3
0
    private CannonballMotion cannonballMotion; // The instance of the CannonballMotion class that is linked to the current cannonball game object

    // Start is called before the first frame update
    void Start()
    {
        cannonballMotion = gameObject.GetComponent <CannonballMotion>(); // Get the instance of the CannonballMotion class from the current cannonball game object
    }