Skip to Content
Professional HTML5 Mobile Game Development
book

Professional HTML5 Mobile Game Development

by Pascal Rettig
September 2012
Intermediate to advanced
552 pages
14h 48m
English
Wrox
Content preview from Professional HTML5 Mobile Game Development

Handling Platformer Collisions

As mentioned earlier, collision detection in a platformer needs some special attention. The first issue, as described already, is that, given the size of levels, collisions between sprites and tiles need to be highly optimized. A second requirement is that the collision detection should be stable and reasonably accurate. Because sprites spend most of their time hanging out on, well, platforms, the engine should be optimized for this case. Sprites will also be running around jumping and generally causing a ruckus. As the sprites run into things, they need to get feedback based on the direction of the impact.

Building a physics engine that does realistic collision calculations and responses to collisions is both difficult and processor-intensive. A simpler solution is to build a simplified model of how a sprite should react to collisions that is easier to implement and less work on the processor.

Taking a hint from the old-school platformers of yesteryear, sprites can be treated as a rigid collection of points that represent the extents of the object. If each point is also given a position label like top, left, right, or bottom, and if that point collides with something, it’s easy to determine the reaction the sprite should have. If the top of the sprite collides with an object, the engine can just move the sprite down until it’s no longer in contact. The same applies for each of the other directions. See Figure 18-1.

Figure 18-1: Collision detection. ...

Become an O’Reilly member and get unlimited access to this title plus top books and audiobooks from O’Reilly and nearly 200 top publishers, thousands of courses curated by job role, 150+ live events each month,
and much more.

Read now

Unlock full access

More than 5,000 organizations count on O’Reilly

AirBnbBlueOriginElectronic ArtsHomeDepotNasdaqRakutenTata Consultancy Services

QuotationMarkO’Reilly covers everything we've got, with content to help us build a world-class technology community, upgrade the capabilities and competencies of our teams, and improve overall team performance as well as their engagement.
Julian F.
Head of Cybersecurity
QuotationMarkI wanted to learn C and C++, but it didn't click for me until I picked up an O'Reilly book. When I went on the O’Reilly platform, I was astonished to find all the books there, plus live events and sandboxes so you could play around with the technology.
Addison B.
Field Engineer
QuotationMarkI’ve been on the O’Reilly platform for more than eight years. I use a couple of learning platforms, but I'm on O'Reilly more than anybody else. When you're there, you start learning. I'm never disappointed.
Amir M.
Data Platform Tech Lead
QuotationMarkI'm always learning. So when I got on to O'Reilly, I was like a kid in a candy store. There are playlists. There are answers. There's on-demand training. It's worth its weight in gold, in terms of what it allows me to do.
Mark W.
Embedded Software Engineer

You might also like

HTML5 Game Development Insights

HTML5 Game Development Insights

Colt McAnlis, Petter Lubbers, Brandon Jones, Duncan Tebbs, Andrzej Manzur, Sean Bennett, Florian d'Erfurth, Bruno Garcia, Shun Lin, Ivan Popelyshev, Jason Gauci, Jon Howard, Ian Ballantyne, Jesse Freeman, Takuo Kihira, Tyler Smith, Don Olmstead, John McCutchan, Chad Austin, Andres Pagella
HTML5 Games Most Wanted: Build the Best HTML5 Games

HTML5 Games Most Wanted: Build the Best HTML5 Games

Seb Lee-Delisle, Gaëtan Renaudeau, Jonathan Bergknoff, Egor Kuryanovich, Mathias Paumgarten, Russell Goldenberg, David Strauß, Rob Hawkes, Brian Danchilla, Jonas Wagner, Shy Shalom

Publisher Resources

ISBN: 9781118421444Purchase book