generate barcode in c# windows application Figure 8-40. Check all the cells around the object. in Font

Generating Code 128 Code Set A in Font Figure 8-40. Check all the cells around the object.

Figure 8-40. Check all the cells around the object.
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Figure 8-41. The reason it s not enough to check only corner points
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The code also must make sure that it s checking for cells that actually exist in the array. if(circle.mapRow + row < collisionMap.length && circle.mapRow + row >= 0 && circle.mapColumn + column < collisionMap[0].length && circle.mapColumn + column >= 0) { This needs to be done because if the circles are at the edges of the map, they could check for cells that don t correspond to elements in the collisionMap array. If that happens, you ll get a nasty runtime error. The additional check prevents this problem. After all that, the code produces an Array object called cell: var cell:Array = collisionMap [circle.mapRow + row] [circle.mapColumn + column] as Array; This refers to any of the nine cells being checked, at any given point in the loop. (It must be cast as Array to keep the compiler happy.) Because it s an array, it might be empty. We need to check for that as well. if(cell != null) { If the cell isn t empty bingo! It means that it contains at least one tile. But how many of them It doesn t really matter. We can run a for loop that will catch 1 or 100 objects in the cell. for(var element:int = 0; element < cell.length; element++) { In this example, there will almost certainly be only one object per cell, so this loop is a bit of overkill. However, in most of your games, many objects could occupy the same cell, especially if any of your tiles are smaller than the map cell. In this specific example, that will be very unlikely because the circles are large enough to push each other out of the map cells. But it could happen if your game has many small objects moving around. The loop next checks the cell for the kinds of tiles that it s interested in. In this example, there are two kinds of tiles that could be colliding, and both can be handled in the same way. if(cell[element].id == BIG_CIRCLE || cell[element].id == PLAYER) { If the loop finds any of these tiles, it switches to the narrow-phase of the collision-detection system. It does a moving circle-versus-moving circle collision check. if(cell[element].id == BIG_CIRCLE || cell[element].id == PLAYER) {
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//A possible collision! //Get a reference to the object that //might be involved in a collision var circle2:TileModel = cell[element]; //Do a narrow-phase, distance-based //collision check against the two circles _collisionController.movingCircleCollision(circle, circle2); } You ll find the movingCircleCollision method in the TileCollisionController class in the com.friendsofed.utils package. It s identical to the code we looked at in detail in 3. Finally, the code adds the current circle to the collision map. collisionMap[circle.mapRow][circle.mapColumn].push(circle); This allows the next circle in line for the collision check to be able to find it in the collisionMap. This may seem a bit overwhelming at first, but don t let it intimidate you. Much of the code is just error prevention that, as grown-ups, is unfortunately something we just have to do. At its core, it doesn t contain anything new. You re looping through a 9-by-9 grid, and then looping through the objects in the arrays that each grid cell contains. This is one way to create a collision map of moving objects. There are many other ways, and I m sure you ll come up with some clever ideas for your own games.
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Other broad-phase collision strategies
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A spatial grid is an excellent all-purpose broad-phase collision-detection system that is a game designer s staple. It s hard to be beat for simplicity, speed, and low overhead. However, there are many other broad-phase collision strategies that each has its unique take on the problem. Here are the four most popular: Hierarchical grid: In a fixed-sized spatial grid such as the one we ve been using in this chapter, the cell size must be as large as the largest object. But what if you have a game with a few very big objects and a lot of very small objects The cell size will need to be big enough to accommodate those large objects, even if there aren t very many of them. You ll end up with a situation where each cell is full of many small objects, each doing expensive distance checks against one another. A hierarchical grid solves this problem by creating two or more grids of different-sized cells. It creates a grid with big cells for the big objects, and another one for the small objects, and any range of differing cell size grids in between. Collision checks between small objects are handled in the small-cell grid, and collisions between big objects are handled in the big-cell grid. If a small object needs to check for a collision with a big object, the system checks the cells that correspond to both grids.
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