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2d grid collision check
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package { | |
import flash.display.Sprite; | |
import flash.display.StageAlign; | |
import flash.display.StageScaleMode; | |
import flash.utils.getTimer; | |
[SWF (backgroundColor = 0xffffff, width = 1090, height = 800)] | |
public class BallCollisionGrid extends Sprite { | |
private var _grids:Array; | |
private var _balls:Array; | |
private var numBalls:Number = 200; | |
private static const RADIUS:Number = 20; | |
private static const GRID_SIZE:Number = 40; | |
public function BallCollisionGrid():void { | |
stage.align = StageAlign.TOP_LEFT; | |
stage.scaleMode = StageScaleMode.NO_SCALE; | |
createBalls(); | |
drawGrids(); | |
//Grid Check Collision | |
var startTime:int = getTimer(); | |
var elapsedTime:int; | |
for (var i:int = 0; i< 10; i++) { | |
createGrids(); | |
assignBallsToGrid(); | |
checkBallsCollision(); | |
} | |
elapsedTime = getTimer() - startTime; | |
trace ("Time elapsed:" + elapsedTime); | |
// Basic Check Collision | |
startTime = getTimer(); | |
for (var j:int = 0; j< 10; j++) { | |
basicCheck(); | |
} | |
elapsedTime = getTimer() - startTime; | |
trace ("Time elapsed:" + elapsedTime); | |
} | |
private function createBalls():void { | |
_balls = new Array(); | |
for (var i:int = 0; i < numBalls; i++) { | |
var ball:Ball = new Ball(RADIUS); | |
ball.x = Math.random() * stage.stageWidth; | |
ball.y = Math.random() * stage.stageHeight; | |
ball.vx = Math.random() * 4 - 2; | |
ball.vy = Math.random() * 4 - 2; | |
addChild(ball); | |
_balls.push(ball); | |
} | |
} | |
private function createGrids():void { | |
_grids = new Array(); | |
for (var i:int = 0; i< stage.stageWidth / GRID_SIZE; i++) { | |
_grids[i] = new Array(); | |
for (var j:int = 0; j< stage.stageHeight / GRID_SIZE; j++) { | |
_grids[i][j] = new Array(); | |
} | |
} | |
} | |
private function drawGrids():void { | |
//graphics.clear(); | |
graphics.lineStyle(0, 0.5); | |
for (var i:int = 0; i<= stage.stageWidth; i+=GRID_SIZE) { | |
graphics.moveTo(i, 0); | |
graphics.lineTo(i, stage.stageHeight); | |
} | |
for (i = 0; i<= stage.stageHeight; i+= GRID_SIZE) { | |
graphics.moveTo(0, i); | |
graphics.lineTo(stage.stageWidth, i); | |
} | |
} | |
private function assignBallsToGrid():void { | |
for (var i:int = 0; i< numBalls; i++) { | |
var ball:Ball = Ball(_balls[i]); | |
var xpos:int = Math.floor(ball.x / GRID_SIZE); | |
var ypos:int = Math.floor(ball.y / GRID_SIZE); | |
_grids[xpos][ypos].push(ball); | |
} | |
} | |
private function checkBallsCollision():void { | |
for (var i:int = 0; i< _grids.length; i++) { | |
for (var j:int = 0; j< _grids[i].length; j++) { | |
checkOneCell(i, j); | |
checkTwoCell(i, j, i+1, j); | |
checkTwoCell(i, j, i, j+1); | |
checkTwoCell(i, j, i-1, j); | |
checkTwoCell(i, j, i+1, j+1); | |
} | |
} | |
} | |
private function checkOneCell(x1:Number, y1:Number):void { | |
var _cell:Array = _grids[x1][y1] as Array; | |
for (var i:int = 0; i< _cell.length-1; i++) { | |
var ballA:Ball = _cell[i] as Ball; | |
for (var j:int = i+1; j< _cell.length; j++) { | |
var ballB:Ball = _cell[j] as Ball; | |
checkCollision(ballA, ballB); | |
} | |
} | |
} | |
private function checkTwoCell(x1:Number, y1:Number, x2:Number, y2:Number):void { | |
if (x2 < 0) { return } | |
if (x2 >= _grids.length) { return } | |
if (y2 >= _grids[x2].length) { return } | |
var _cell0:Array = _grids[x1][y1] as Array; | |
var _cell1:Array = _grids[x2][y2] as Array; | |
for (var i:int = 0; i< _cell0.length; i++) { | |
var ballA:Ball = _cell0[i] as Ball; | |
for (var j:int = 0; j< _cell1.length; j++) { | |
var ballB:Ball = _cell1[j] as Ball; | |
checkCollision(ballA, ballB); | |
} | |
} | |
} | |
private function checkCollision(ballA:Ball, ballB:Ball):void { | |
var dx:Number = ballB.x - ballA.x; | |
var dy:Number = ballB.y - ballA.y; | |
var dist:Number = Math.sqrt(dx*dx + dy*dy); | |
if (dist < ballB.radius + ballA.radius) { | |
ballA.color = 0xff0000; | |
ballB.color = 0xff0000; | |
} | |
} | |
private function basicCheck():void { | |
for (var i:int = 0; i< numBalls-1; i++) { | |
var ballA:Ball = _balls[i] as Ball; | |
for (var j:int = i+1; j< numBalls; j++) { | |
var ballB:Ball = _balls[j] as Ball; | |
checkCollision(ballA, ballB); | |
} | |
} | |
} | |
} | |
} |
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