Using love.physics - collision is 1px off

Questions about the LÖVE API, installing LÖVE and other support related questions go here.
Forum rules
Before you make a thread asking for help, read this.
Post Reply
munchor
Prole
Posts: 39
Joined: Sun Jun 10, 2012 4:28 pm

Using love.physics - collision is 1px off

Post by munchor »

Code: Select all

function love.load()
  love.physics.setMeter(64)
  world = love.physics.newWorld(0, 9.81 * 64, true)

  objects = {}

  -- Create the ground
  objects.ground = {}
  objects.ground.body = love.physics.newBody(world, 800/2, 650-50/2) -- Shape is anchored to center!
  objects.ground.shape = love.physics.newRectangleShape(800, 50)
  objects.ground.fixture = love.physics.newFixture(objects.ground.body, objects.ground.shape)

  -- Create a player
  objects.player = {}
  objects.player.body = love.physics.newBody(world, 650/2, 650/2, "dynamic") -- Place player in center
  objects.player.shape = love.physics.newRectangleShape(16, 16)
  objects.player.fixture = love.physics.newFixture(objects.player.body, objects.player.shape, 1)
  objects.player.fixture:setRestitution(0)

  -- Create a couple blocks to play around with
  objects.block1 = {}
  objects.block1.body = love.physics.newBody(world, 200, 550, "static")
  objects.block1.shape = love.physics.newRectangleShape(0, 0, 50, 100)
  objects.block1.fixture = love.physics.newFixture(objects.block1.body, objects.block1.shape, 5)

  objects.block2 = {}
  objects.block2.body = love.physics.newBody(world, 200, 400, "static")
  objects.block2.shape = love.physics.newRectangleShape(0, 0, 100, 50)
  objects.block2.fixture = love.physics.newFixture(objects.block2.body, objects.block2.shape, 2)

  -- Setup graphics
  love.graphics.setBackgroundColor(104, 136, 248)
  love.graphics.setMode(800, 640, false, true, 0)
end

function love.update(dt)
  world:update(dt)

  if love.keyboard.isDown("escape") then
    love.event.quit()
  end

  if love.keyboard.isDown("right") then
    objects.player.body:applyForce(200, 0)
  elseif love.keyboard.isDown("left") then
    objects.player.body:applyForce(-200, 0)
  elseif love.keyboard.isDown("up") then
    objects.player.body:applyForce(0, -300)
  end
end

function love.draw()
  love.graphics.setColor(72, 160, 14)
  love.graphics.rectangle("fill", objects.ground.body:getWorldPoints(objects.ground.shape:getPoints()))

  love.graphics.setColor(193, 47, 14)
  love.graphics.polygon("fill", objects.player.body:getWorldPoints(objects.player.shape:getPoints()))

  love.graphics.setColor(50, 50, 50)
  love.graphics.polygon("fill", objects.block1.body:getWorldPoints(objects.block1.shape:getPoints()))
  love.graphics.polygon("fill", objects.block2.body:getWorldPoints(objects.block2.shape:getPoints()))
end
I'm using the love.physics demo as a base to make a game prototype. However, I'm running into a very odd issue. The collision (for all sides) is 1 pixel off. It behaves as if the player was a 17*17 object, but I set it up 16*16. I looked through the documentation and tweaked some values with no luck.

Any ideas? Thank you in advance.
User avatar
Boolsheet
Inner party member
Posts: 780
Joined: Wed Dec 29, 2010 4:57 am
Location: Switzerland

Re: Using love.physics - collision is 1px off

Post by Boolsheet »

munchor wrote:I looked through the documentation and tweaked some values with no luck.
It's probably the polygon skin. Take a look at the end of 4.4 Polygon Shapes in the Box2D Manual.
Shallow indentations.
munchor
Prole
Posts: 39
Joined: Sun Jun 10, 2012 4:28 pm

Re: Using love.physics - collision is 1px off

Post by munchor »

Boolsheet wrote:
munchor wrote:I looked through the documentation and tweaked some values with no luck.
It's probably the polygon skin. Take a look at the end of 4.4 Polygon Shapes in the Box2D Manual.
From what I read in the manual about skins, it sure is skins, but I can't find out a way to get rid of them, any idea?
User avatar
slime
Solid Snayke
Posts: 3143
Joined: Mon Aug 23, 2010 6:45 am
Location: Nova Scotia, Canada
Contact:

Re: Using love.physics - collision is 1px off

Post by slime »

You don't want to get rid of them. From the manual:
The polygon skin helps prevent tunneling by keeping the polygons separated. This results in small gaps between the shapes. Your visual representation can be larger than the polygon to hide any gaps.
munchor
Prole
Posts: 39
Joined: Sun Jun 10, 2012 4:28 pm

Re: Using love.physics - collision is 1px off

Post by munchor »

Ooh I have to use a sprite to cover for it, thanks :)
Post Reply

Who is online

Users browsing this forum: Google [Bot] and 2 guests