CollisionEntity ( entity,collision_index )
Parameters
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entity - entity handle collision_index - index of the collision, from 1 to CountCollisions( entity ) |
Description
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Returns the other entity involved in one of an entity's collisions. Collision number collision_index was recorded during the last UpdateWorld, and this tells you what the entity actually touched. Both sides remember a collision: the moving entity records what it hit, and the entity that was hit records the mover - so a stationary coin can still ask who bumped into it. Combine it with GetEntityType to sort out the reaction: loop from 1 to CountCollisions( player ), fetch each CollisionEntity, and branch on its type - pick up coins, take damage from spikes, open doors. If you only care whether a particular type was touched at all, EntityCollided does that in one call. In debug mode an index outside the valid range is a runtime error. See also: CountCollisions, EntityCollided, GetEntityType, CollisionX, CollisionTime. |
Example
; CollisionEntity Example ; ----------------------- Graphics3D 640,480,0,2 SetBuffer BackBuffer() ; Collision type ids type_player=1 type_scenery=2 ; NOTE: fixed overhead camera - the arrow keys steer the PLAYER, not the camera camera=CreateCamera() PositionEntity camera,0,13,-13 RotateEntity camera,45,0,0 light=CreateLight() RotateEntity light,60,30,0 floor=CreatePlane() EntityColor floor,70,110,70 ; The player ball is the collision SOURCE, so it needs an ellipsoid radius player=CreateSphere() EntityColor player,220,60,60 PositionEntity player,0,1,0 EntityRadius player,1 EntityType player,type_player ; Two walls meeting in a corner, plus a crate wall1=CreateCube() ScaleEntity wall1,7,1.5,0.5 PositionEntity wall1,0,1.5,7 EntityType wall1,type_scenery wall2=CreateCube() ScaleEntity wall2,0.5,1.5,7 PositionEntity wall2,7,1.5,0 EntityType wall2,type_scenery crate=CreateCube() ScaleEntity crate,1.2,1.2,1.2 PositionEntity crate,-4,1.2,3 EntityType crate,type_scenery ; Ellipsoid-to-polygon collisions with a sliding response Collisions type_player,type_scenery,2,2 While Not KeyDown(1) ; Repaint the scenery; whatever is being touched is flashed white below EntityColor wall1,150,150,160 EntityColor wall2,150,150,160 EntityColor crate,200,160,60 ; Arrow keys steer the player ball If KeyDown(200) Then MoveEntity player,0,0,0.1 If KeyDown(208) Then MoveEntity player,0,0,-0.1 If KeyDown(203) Then MoveEntity player,-0.1,0,0 If KeyDown(205) Then MoveEntity player,0.1,0,0 ; UpdateWorld performs the collision checks and the slide response UpdateWorld ; Flash every entity the ball is currently touching For i=1 To CountCollisions(player) hit=CollisionEntity(player,i) EntityColor hit,255,255,255 Next RenderWorld Text 0,0,"Arrow keys: drive the ball into the walls and crate Esc: exit" ; CollisionEntity returns the other entity involved in each collision n=CountCollisions(player) If n=0 Then Text 0,20,"CollisionEntity: no collisions this frame - push against something" For i=1 To n hit=CollisionEntity(player,i) name$="?" If hit=wall1 Then name$="back wall" If hit=wall2 Then name$="side wall" If hit=crate Then name$="crate" Text 0,20*i,"CollisionEntity(player,"+i+") = "+hit+" ("+name$+")" Next Flip Wend End
Index