Binary Collision Maps: Concepts and Implementation
47 Questions
0 Views

Choose a study mode

Play Quiz
Study Flashcards
Spaced Repetition
Chat to Lesson

Podcast

Play an AI-generated podcast conversation about this lesson

Questions and Answers

What operation is used to set a specific bit to 1 in the collision flag when a collision is detected on a particular side?

  • XORing the collision flag with the collision side value.
  • NOTing the collision flag with the collision side value.
  • ANDing the collision flag with the collision side value.
  • ORing the collision flag with the collision side value. (correct)

After collision detection, how can you determine if the top side of an object has collided with a solid area using the collision flag?

  • XORing the collision flag with `COLLISION_TOP`.
  • Inverting the collision flag and checking if the `COLLISION_TOP` bit is set.
  • ANDing the collision flag with `COLLISION_TOP` and checking if the result is non-zero. (correct)
  • ORing the collision flag with `COLLISION_TOP`.

When should an object instance be snapped back if hot spots are used for collision detection?

  • If at least one hot spot is inside a collision area. (correct)
  • If all hot spots are inside a collision area.
  • If at least two hot spots are inside a collision area.
  • Only if the center of the object is inside a collision area.

If an object's left hot spot is inside a collision area, what snapping action should be taken?

<p>Snap the X position of the sprite back to the middle of its center's cell. (D)</p> Signup and view all the answers

Given the collision defines, if the collision flag is 0x00000006, which sides have collided?

<p>Top and Right (A)</p> Signup and view all the answers

Why is a translation transformation necessary after physics calculations in the normalized coordinates system of a binary collision map?

<p>To move the origin of the binary collision map from the bottom-left corner (0,0) to the center of the screen. (B)</p> Signup and view all the answers

In the context of binary collision maps, what is the primary reason for transforming objects out of the normalized coordinate system after physics calculations?

<p>To align the objects with the game world's coordinate system for accurate rendering. (C)</p> Signup and view all the answers

In a normalized coordinate system for a binary collision map, where is the origin (0, 0) typically located?

<p>The bottom-left corner of the map. (D)</p> Signup and view all the answers

What is the effect of not applying a translation transformation after physics calculations in a normalized coordinate system?

<p>The bottom left of the collision grid will be positioned in the middle of the screen. (C)</p> Signup and view all the answers

After collision detection and snapping, what transformations are typically applied to object instances to prepare them for rendering in the world space?

<p>Translation and scaling. (B)</p> Signup and view all the answers

To position the middle of the grid in the center of the screen after physics calculations in a normalized coordinate system, what translation should be applied?

<p>Translate by the negative of half the grid's width and height. (B)</p> Signup and view all the answers

In a game featuring destroyable bridges, what is the programmer's responsibility regarding the collision array?

<p>To update the collision array to reflect the changes in the bridges' state. (A)</p> Signup and view all the answers

Why is it important to perform physics, movement, and collision checks within the normalized coordinate system of the binary collision map?

<p>To standardize calculations and make them independent of world coordinates. (D)</p> Signup and view all the answers

How is 'Collision Data' typically generated, based on the content provided?

<p>It is constructed using 'Map Data' which has been previously exported from an editor. (C)</p> Signup and view all the answers

A point is located at position (6.8, 4.2) in map coordinates. Assuming the cell dimensions are (1, 1), which array element should be fetched to determine if the point is in a solid cell?

<p>element [6, 4] (D)</p> Signup and view all the answers

If an object's velocity is derived from its acceleration within a binary collision map system, what coordinate system is the acceleration relative to?

<p>The normalized coordinate system of the binary collision map. (D)</p> Signup and view all the answers

For a game like Pacman, what characteristic of the game environment allows for a static collision array?

<p>The fixed layout of the maze that remains unchanged during gameplay. (C)</p> Signup and view all the answers

In the context of point collision, what is the significance of knowing the cell's dimensions?

<p>It is essential for converting world coordinates to array indices. (B)</p> Signup and view all the answers

Considering a map is divided into a grid for collision detection, what does a cell value of '1' typically represent?

<p>A collision area or solid cell. (B)</p> Signup and view all the answers

If a point is at (4.1, 2.9) in a map where the value of the element [4, 2] in the collision array is '0', what does this imply?

<p>The point is within a non-colliding area. (D)</p> Signup and view all the answers

Why is it important to normalize map coordinates when checking for point collisions?

<p>To accurately determine the corresponding array index for the point. (D)</p> Signup and view all the answers

Why does importing map data from editors into games sometimes require flipping the Y value?

<p>To ensure that the map is displayed correctly, due to games and editors using opposite Y-axis orientations. (B)</p> Signup and view all the answers

If a map created in an editor (origin at top-left) is imported into a game without flipping the Y-axis, how will the map's elements be oriented?

<p>The map will be flipped vertically. (C)</p> Signup and view all the answers

In the context of map data import, what remains unaffected by flipping the Y value?

<p>The collision checks. (D)</p> Signup and view all the answers

What is the primary difference between the coordinate system used in most game engines and that used in map editors, as described?

<p>The direction of the Y-axis. (B)</p> Signup and view all the answers

When importing a map from an editor to a game, which step is crucial to ensure correct visual representation if the editor's Y-axis increases downwards?

<p>Flipping the Y values. (B)</p> Signup and view all the answers

Suppose a map element is located at coordinates (2, 3) in a map editor where the origin is at the top-left. After importing this map into a game without flipping the Y-axis, where might this element visually appear, assuming a 5x5 map?

<p>(2, 1) (B)</p> Signup and view all the answers

What is the primary reason game developers might choose to use an external map editor despite potential coordinate system differences?

<p>External editors often have specialized tools and features for map creation. (A)</p> Signup and view all the answers

Which of the following scenarios would MOST likely require flipping the Y-axis during map import?

<p>Importing a map from an editor where increasing Y-values move objects downwards. (B)</p> Signup and view all the answers

When importing collision data, why is it necessary to flip the data on the Y axis?

<p>To ensure that the origin (0,0) of the data matches the game's coordinate system. (D)</p> Signup and view all the answers

What is the primary purpose of the BinaryCollision array in the provided code?

<p>To represent collision information as binary values (0 or 1). (D)</p> Signup and view all the answers

Before accessing BinaryCollision[X][Y], what crucial check should be performed?

<p>Ensuring that X and Y are within the bounds of the <code>BinaryCollision</code> array. (C)</p> Signup and view all the answers

Which of the following best describes the role of 'hot spots' in sprite collision detection?

<p>They are pre-calculated points on a sprite used to quickly check for collisions. (B)</p> Signup and view all the answers

In the context of hot spots, what does 'updating the collision flag by setting the corresponding bit to 1' signify?

<p>Indicating that a collision has occurred at that specific hot spot. (C)</p> Signup and view all the answers

If a sprite's hotspot is located at its center, and that center point collides with a solid object in the BinaryCollision array, what is the immediate next step?

<p>Check the <code>BinaryCollision</code> array at the coordinates of the hot spot. (B)</p> Signup and view all the answers

Imagine you're implementing a game with multiple interactive objects. How would using hot spots for collision detection improve the game's performance compared to pixel-perfect collision?

<p>Hot spots decrease the number of collision checks needed, improving performance. (C)</p> Signup and view all the answers

Given a sprite with hot spots defined at relative offsets (0.25, 0.25), (0.25, 0.75), (0.75, 0.25), and (0.75, 0.75) from its top-left corner, which of these hot spots would be closest to the bottom-right corner of the sprite?

<p>(0.75, 0.75) (C)</p> Signup and view all the answers

When working with map data in a game development context, what is the primary reason for needing to flip the data on the Y-axis?

<p>To correct discrepancies between the coordinate systems of the editor and the game engine. (A)</p> Signup and view all the answers

Which of the following methods for flipping map data on the Y-axis provides the most flexibility and control during the game development pipeline?

<p>Flipping the data while importing it into the game engine. (C)</p> Signup and view all the answers

If a game exhibits incorrect map rendering due to a coordinate system mismatch, and the map data has not been flipped, which troubleshooting step would be most effective?

<p>Implementing a Y-axis flip during the map data import process. (B)</p> Signup and view all the answers

Examine the sample map data provided. How many instances of the value 3 are present in the data?

<p>4 (A)</p> Signup and view all the answers

In the provided map data, if '1' represents a wall and '0' represents an empty space, what does the value '4' most likely represent?

<p>A special game object or feature. (C)</p> Signup and view all the answers

Consider a scenario where a level designer modifies the map in the editor but forgets to flip the Y-axis on export. What is the most likely consequence in the game?

<p>The map will be rendered upside down relative to the intended design. (B)</p> Signup and view all the answers

A game development team chooses to flip the map data during import (Method #3). What advantage does this approach offer over modifying the data directly in the editor?

<p>Preservation of the original map data in the editor. (A)</p> Signup and view all the answers

If the map dimensions are defined as Width 20 and Height 20, how many total data points are expected in the exported map data file?

<p>400 (A)</p> Signup and view all the answers

While importing a map, a developer accidentally applies a horizontal flip instead of a vertical flip. How will this error manifest in the game?

<p>The map objects will be mirrored along the X-axis. (A)</p> Signup and view all the answers

A game level is designed with specific 'hot spots' triggered by the player's location. How does the correct handling (flipping) of map data contribute to ensuring these triggers function as intended?

<p>It aligns the hot spot coordinates with the game world's coordinate system. (D)</p> Signup and view all the answers

Flashcards

Map Data

Data representing the layout of a game world, often imported from an editor.

Collision Data

Data derived from Map Data, indicating where collisions can occur.

Array Grid

A grid-based representation of the game world, indicating collision areas.

Static Map

Games where the map remains the same throughout the gameplay.

Signup and view all the flashcards

Dynamic Map

Games where the map can change during gameplay.

Signup and view all the flashcards

Point Collision Detection

Determining if a specific point in the game world is inside a solid (collision) area.

Signup and view all the flashcards

Cell Position

The process of finding the array indices that correspond to a point's location.

Signup and view all the flashcards

Floor Function

The process of using the 'Floor' function on coordinates to find array indices.

Signup and view all the flashcards

Collision Defines

A set of named integer constants that represent collision sides (LEFT, RIGHT, TOP, BOTTOM), each assigned a unique bit value.

Signup and view all the flashcards

Setting Collision Bits

Setting a bit in the collision flag to 1 when a collision occurs on a specific side.

Signup and view all the flashcards

ORing Collision Flags

Combining the collision flag with a side value using OR to update the collision flag.

Signup and view all the flashcards

ANDing Collision Flags

Determining which sides collided by using AND to check the collision flag against a side value.

Signup and view all the flashcards

Snapping

Moving an object back to its original position if any of its hot spots are inside a collision area.

Signup and view all the flashcards

Velocity and Acceleration

Velocity is derived from acceleration in the normalized coordinate system of the binary collision map, maintaining relative consistency.

Signup and view all the flashcards

Physics in Normalized Space

All physics calculations, movement updates, and collision detections occur within the normalized coordinate system of the binary collision map.

Signup and view all the flashcards

Transformation After Physics

After physics calculations, object instances are moved to their correct locations, but must be transformed back from the normalized coordinate system before rendering.

Signup and view all the flashcards

Transformation Types

The transformation typically involves translation and scaling to position objects correctly after physics calculations.

Signup and view all the flashcards

Purpose of Translation

Translation shifts object instances to the correct world position.

Signup and view all the flashcards

Origin in Normalized Space

In the normalized coordinate system, the bottom-left of the binary collision map is considered (0, 0).

Signup and view all the flashcards

Issue Without Translation

Without translation, the bottom-left of the grid would be rendered in the middle of the screen.

Signup and view all the flashcards

Centering the Grid

To center the grid, translate it and all object instances by the negative of half the grid's width and height.

Signup and view all the flashcards

Collision Checks & Transformations

Transformations in the map's normalized coordinate system do not affect collision checks.

Signup and view all the flashcards

Game Y-Coordinate Direction

In game development, increasing Y usually means moving upwards.

Signup and view all the flashcards

Editor Y-Coordinate Direction

In editors, increasing the Y value of a point moves it downwards on the screen.

Signup and view all the flashcards

Map Flipping Issue

If map data is imported from an editor with a different Y-coordinate system, the map may appear flipped vertically in the game if adjustments are not made.

Signup and view all the flashcards

Editor Coordinate Origin

The origin (0,0) is at the top-left corner.

Signup and view all the flashcards

Coordinate Origin

The origin is a point on a coordinate system from which distances are measured.

Signup and view all the flashcards

Y-Axis Flipping Purpose

Flipping the Y-axis during map import corrects the difference between editor and game coordinate systems, preventing the map from appearing upside down.

Signup and view all the flashcards

Importance of Coordinate Adaptation

Importing map data without adapting to coordinate system differences can lead to flipped or misaligned game maps.

Signup and view all the flashcards

Data Flipping

Process of correcting data orientation, particularly on the Y-axis, to ensure correct alignment within the game engine.

Signup and view all the flashcards

In-Editor Data Flip

Modifying data directly within the level design tool before export.

Signup and view all the flashcards

Export-Time Data Flip

Adjusting data as it is saved from the editor, altering its orientation during the export process.

Signup and view all the flashcards

Import-Time Data Flip

Changing data orientation as it's loaded into the game, correcting the Y-axis on import.

Signup and view all the flashcards

Map Data Structure

A structured arrangement of data that represents the layout of a game environment.

Signup and view all the flashcards

Map Width

The horizontal measurement of the game map.

Signup and view all the flashcards

Map Height

The vertical measurement of the game map.

Signup and view all the flashcards

Tile Value Encoding

Numerical representation of different elements within the game world.

Signup and view all the flashcards

Map Editor

Using external software to create and design game levels.

Signup and view all the flashcards

Export Map Data

Saving level information to a file for use in-game.

Signup and view all the flashcards

Y-Axis Data Flipping

Flipping the data on the Y-axis ensures the game world is oriented correctly, as coordinate systems often differ between data sources and game engines.

Signup and view all the flashcards

Binary Collision Data

Collision data is extracted from the map data, where a specific value (e.g., 1) indicates a solid area where collisions can occur.

Signup and view all the flashcards

Collision Array Bounds Check

Before accessing the collision array, ensure that the X and Y coordinates are within the valid bounds of the array to prevent errors.

Signup and view all the flashcards

Hot Spots

Hot spots are specific points on a sprite used for collision detection, often offset from the sprite's center.

Signup and view all the flashcards

Hot Spot Positioning

Hot spot positions are determined relative to a sprite's center, defining where collision checks with the environment are performed.

Signup and view all the flashcards

Hot Spot Placement

Hot spots are typically positioned around the edges of the sprite.

Signup and view all the flashcards

Setting Collision Flag Bits

The collision flag is updated by setting the corresponding bit to 1, indicating that a collision has occurred at that hot spot.

Signup and view all the flashcards

Hot Spot Collision Check

Determine which hot spots are inside a collision area to accurately detect where the sprite is colliding with the environment.

Signup and view all the flashcards

Study Notes

  • Lecture 9 discusses binary collision and hitboxes in game development, specifically within the context of platformer games.

Introduction to Binary Collision Maps

  • Binary collision maps are used in games to restrict player movement and control game object interactions.
  • Movement in platformers is restricted to horizontal movement on platforms and limited vertical jumps.
  • In maze-based games, movement is limited to usable areas.
  • The same logic applies to 3D games, where the player has restrictions on movement and object control.
  • Movement of the character is limited to platforms in platform games, and the levels are divided into platforms and non-platforms.
  • Sprites collide with the left side of walls when moving right, or the bottom when moving upwards.
  • The traditional collision check uses the sprite's collision data, represented by a bounding circle or rectangle.
  • Using binary maps involves dividing the level into a grid, where each cell contains a value of 0 or 1.
  • A value of "0" indicates a non-collision area, while a value of "1" indicates a collision area.
  • Other game types, like Pacman, can benefit from binary map collisions.
  • A grid is created where "0" cells allow normal Pacman and enemy movement, while "1" cells are collision areas.

Initializing Binary Collision

  • Constructing binary map collision depends on the grid-based nature of the game world.
  • Each game object instance can "access" a new cell based on the cell's value.
  • Representing the 2D grid is done using a 2-dimensional array of "bools," where each element represents one cell.
  • Divide the game world into a rectangular grid or the usable part of the world.
  • Create two 2-dimensional arrays with sizes equal to the rectangular grid; one for "Map Data" and one for "Collision Data”.
  • "Map Data" holds the initial positions and collision areas.
  • "Collision Data" just holds the collision data.
  • "Map Data" is usually imported from a file, then "Collision Data" is constructed.
  • The example provided divides the world into a 5x5 grid.

Implementing Point Collision

  • To check if a point is in a “solid” cell, find its cell position and check its value.
  • The cells' dimensions are (1; 1) each in the example, and a point at (3.3; 2.7) would be in cell [3][2].
  • If the value of element [3][2] is 1, the point is located in a solid area.
  • If the value is 0, the point isn't in a solid area, but other sprite parts may be.

Sprite Collision Using Hot Spots

  • Games involve objects that are more than just points, like squares or rectangles.
  • These objects are typically represented using a combination of triangles.
  • Checking for collision between an object and the binary collision map involves testing for collision between points and the map.
  • These points for collision checking are called hot spots.
  • Each loop, is collision checked between all hot spots and the binary collision map.
  • Update the position of an object according to the result of the collision check.
  • The method given assumes both the width and height of an object instance are both 1, matching a single cell of the grid.
  • Hot spot positions can be assigned manually, where each game object instance has an array of defined hot spots placed on edges during level initialization, and tested at runtime.
  • Hot spot positions can be computed at run time during collision checks by using a loop. The hot spots checked should be as few in number as possible, to reduce overload, but still accurate
  • The number of hotspots are equal to the number of sides of the object plus its corners.
  • When a collision happens, a flag is raised to determine which side the collision occurred via bitwise operations (AND, OR).

Snapping

  • After checking hot spots, the object instance snaps back to its original position if inside a collision area.
  • Collision is detected if at least 1 hot spot is inside a collision area, signified when one or more bits are set to 1.
  • If a left or right hot spot is inside a collision area, the X position of the sprite snaps back to the middle of its center's cell.
  • Similarly, if top or bottom hot spots collide, the sprite's Y position snaps to the middle of its current cell.
  • This position snapping occurs before rendering, so the object isn't rendered where its partially in collision area.

Normalized Coordinates System

  • Cells in a binary map can have varying widths and heights, requiring art asset considerations or map scaling.
  • Normalized coordinates means the width and height of each cell is 1.0, regardless of visual differences.
  • Object positions exist within the normalized coordinate system.
  • (0, 0) represents the bottom left of the bottom left cell, (1, 1) the top right, and (2, 3.5) an offset.
  • Object velocity is relative to this normalized coordinate system.
  • A velocity of (1;0) moves an object 1 cell to the right.
  • Translating moves all instances so their tiles are correct in the world; if not applied, the bottom left of the grid is positioned at the middle of the screen.
  • Scaling is used after translating from the normalized coordinates of the binary map, and may be set to fit a whole screen size by determining a certain scale value.

Flipping the Y Value

  • When the Y coordinate increases, most games move upwards, while editors move downwards from the top left.
  • Importing a map without flipping on the Y axis flips everything; this occurs because coordinate systems change.
  • To fix this, flip the data internally in the editor, upon exporting, or while importing.
  • In the project, method #3 will be used to solve this issue.

Recapitulation

  • Make a map in the editor using colors of the user's choosing and with desired text or objects
  • Export the data to a file, and remember the maps width and height.
  • A binary collision array is made using Data[x][y] to indicate the collidable spaces.
  • Ensure that the proper Y values and axis are utilized to avoid any unintentional flipping.
  • Determining sprite collisions using offset may be another way of checking for hot spots.
  • After this, update flags to update collisions by:
    • Setting if the top/bottom/left/right hot spots are in a collision area.
    • Repositioning the sprite to the middle of the cell where its center lies.

Studying That Suits You

Use AI to generate personalized quizzes and flashcards to suit your learning preferences.

Quiz Team

Related Documents

Description

Explore the concepts behind Binary Collision Maps. Understand collision detection, flag settings, and snapping mechanics. Learn about coordinate systems and transformations.

More Like This

Collision Detection in Video Games
5 questions
CSMA/CD vs CSMA/CA
6 questions

CSMA/CD vs CSMA/CA

ManeuverableForgetMeNot2590 avatar
ManeuverableForgetMeNot2590
MAC Sub Layer Study Notes
8 questions
Use Quizgecko on...
Browser
Browser