bump-niji is a Lua collision-detection library for axis-aligned rectangles. It is an optimized version of kikito's bump.lua library. Its main features are:
- Does not generate any garbage. (provided that you clean up with
freeTable
andfreeCollisions
) - Even if you don't clean up with
freeTable
/freeCollisions
, it still generates less garbage than bump.lua. - bump-niji only does axis-aligned bounding-box (AABB) collisions. If you need anything more complicated than that (circles, polygons, etc.) give HardonCollider a look.
- Handles tunnelling - all items are treated as "bullets". The fact that we only use AABBs allows doing this fast.
- Strives to be fast while being economic in memory
- It's centered on detection, but it also offers some (minimal & basic) collision response
- Can also return the items that touch a point, a segment or a rectangular zone.
- bump-niji is gameistic instead of realistic.
The demos are LÖVE based, but this library can be used in any Lua-compatible environment.
bump-niji
is ideal for:
- Tile-based games, and games where most entities can be represented as axis-aligned rectangles.
- Games which require some physics, but not a full realistic simulation - like a platformer.
- Examples of genres: top-down games (Zelda), Shoot-them-ups, fighting games (Street Fighter), platformers (Super Mario).
bump-niji
is not a good match for:
- Games that require polygons for the collision detection
- Games that require highly realistic simulations of physics - things "stacking up", "rolling over slides", etc.
- Games that require very fast objects colliding reallistically against each other (in bump, being gameistic, objects are moved and collided one at a time)
- Simulations where the order in which the collisions are resolved isn't known.
The only backwards incompatible change in bump-niji is that the contents of the collision objects has been modified. The sub-tables move
, normal
, and touch
have been flatted into plain attributes, and itemRect
and otherRect
have been removed. It now looks like this:
cols[i] = {
-- UNCHANGED ATTRIBUTES
item = the item being moved / checked
other = an item colliding with the item being moved
type = the result of `filter(other)`. It's usually "touch", "cross", "slide" or "bounce"
overlaps = boolean. True if item "was overlapping" other when the collision started.
False if it didn't but "tunneled" through other
ti = Number between 0 and 1. How far along the movement to the goal did the collision occur>
-- NEW ATTRIBUTES
distance = The distance traveled before this collision occurred [NEW!]
moveX = number. The difference between the original X coordinate and the actual one.
moveY = number.
normalX = number. The collision normal; usually one of -1, 0, or 1.
normalY = number.
touchX = number. The coordinate where the items started touching each other.
touchY = number.
-- REMOVED ATTRIBUTES
-- * moved
-- * normal
-- * touch
-- * itemRect
-- * otherRect
}
If you want to get the full benefit of bump-niji, then you should call its table-cleanup methods when you can:
local x, y, cols, len = world:move(entity, 32, 64)
handleCollisions(cols)
-- Now that you're done with cols...
-- Kindly call `freeCollisions` to return it to bump-niji's internal table pool.
world.freeCollisions(cols)
-- "query" methods should be cleaned up with freeTable() instead.
local items, len = world:queryRect(0, 0, 64, 64)
handleItems(items)
world.freeTable(items)
local items, len = world:queryPoint(32, 96)
handleItems(items)
world.freeTable(items)
local items, len = world:querySegment(16, 16, 80, 80)
handleItems(items)
world.freeTable(items)
-- idk what's going on with querySegmentWithCoords at the moment *shrugging*
Technically this is all optional. Even if you don't call these methods, bump-niji still generates a lot less garbage compared to the original bump.lua.
Also:
bump.newWorld()
's default cell size is now1
instead of64
.
local bump = require 'bump-niji'
-- The grid cell size can be specified via the initialize method
-- By default, the cell size is 1
local world = bump.newWorld(50)
-- create two rectangles
local A = {name="A"}
local B = {name="B"}
-- insert both rectangles into bump
world:add(A, 0, 0, 64, 256) -- x,y, width, height
world:add(B, 0, -100, 32, 32)
-- Try to move B to 0,64. If it collides with A, "slide over it"
local actualX, actualY, cols, len = world:move(B, 0,64)
-- prints "Attempted to move to 0,64, but ended up in 0,-32 due to 1 collisions"
if len > 0 then
print(("Attempted to move to 0,64, but ended up in %d,%d due to %d collisions"):format(actualX, actualY, len))
else
print("Moved B to 100,100 without collisions")
end
-- prints the new coordinates of B: 0, -32, 32, 32
print(world:getRect(B))
-- prints "Collision with A"
for i=1,len do -- If more than one simultaneous collision, they are sorted out by proximity
local col = cols[i]
print(("Collision with %s."):format(col.other.name))
end
-- [NEW] Optional, but you should clean up in order to eliminate garbage generation.
world.freeCollisions(cols)
-- remove A and B from the world
world:remove(A)
world:remove(B)
There is a demo showing movement, collision detection, and basic slide-based resolution. You will need to run main.lua
in LÖVE in order to try it.
local bump = require 'bump-niji'
The following methods (bump.newWorld
, world:add
, world:remove
, world:update
, world:move
& world:check
) are basic for
working with bump, as well as the 4 collision responses. If you want to use bump.lua effectively, you will need to understand at least
these.
local world = bump.newWorld(cellSize)
The first thing to do with bump is creating a world. That is done with bump.newWorld
.
cellSize
. Is an optional number. It defaults to 1. It represents the size of the sides of the (squared) cells that will be used internally to provide the data. In tile based games, it's usually a multiple of the tile side size. So in a game where tiles are 32x32,cellSize
will be 32, 64 or 128. In more sparse games, it can be higher.
Don't worry too much about cellSize
at the beginning, you can tweak it later on to see if bigger/smaller numbers
give you better results (you can't change the value of cellSize in runtime, but you can create as many worlds as you want,
each one with a different cellsize, if the need arises.)
The rest of the methods we have are for the worlds that we create.
world:add(item, x,y,w,h)
world:add
is what you need to insert a new item in a world. "Items" are "anything that matters to your collision". It can be the player character,
a tile, a missile etc. In fact, you can insert items that don't participate in the collision at all - like puffs of smoke or background tiles. This
can be handy if you want to use the bump world as a spatial database in addition to a collision detector (see the "queries section" below for mode details).
Each item
will have an associated "rectangle" in the world
.
item
is the new item being inserted (usually a table representing a game object, likeplayer
orground_tile
).x,y,w,h
: the rectangle associated toitem
in the world. They are all mandatory.w
&h
are the "width" and "height" of the box.x
andy
depend on the host system's coordinate system. For example, in LÖVE & Corona SDK they represent "left" & "top", while in Cocos2d-x they represent "left" & "bottom".
world:add
returns no values. It generates no collisions - you can call world:check(item)
if you want to get the collisions it creates right after it's added.
If you try to add an item to a world that already contains it, you will get an error.
world:remove(item)
bump.lua stores hard references to any items that you add (with world:add
). If you decide that a item is no longer necessary, in addition to removing it
from your "entity list", you must also remove it from the world using world:remove
. Otherwise it will still be there, and other objects might still collide
with it.
item
must be something previously inserted in the world withworld:add(item, l,t,w,h)
. If this is not the case,world:remove
will raise an error.
Once removed from the world, the item will stop existing in that world. It won't trigger any collisions with other objects any more. Attempting to move it
with world:move
or checking collisions with world:check
will raise an error.
It is ok to remove an object from the world and later add it again. In fact, some bump methods do this internally.
This method returns nothing.
world:update(item, x,y,<w>,<h>)
Even if your "player" has attributes like player.x
and player.y
, changing those will not automatically change them inside world
. update
is one of
the ways to do so: it changes the rect representing item
inside world
.
item
must be something previously inserted in the world withworld:add(item, l,t,w,h)
. Otherwise,world:update
will raise an error.x,y,w,h
the new dimensions ofitem
.x
andy
are mandatory.w
andh
will default to the values the world already had foritem
.
This method always changes the rect associated to item
, ignoring all collisions (use world:move
for that). It returns nothing.
You may use world:update
if you want to "teleport" your items around. A lot of time, however, you want to move them taking collisions into account.
In order to do that, you have world:move
.
local actualX, actualY, cols, len = world:move(item, goalX, goalY, <filter>)
This is probably the most useful method of bump. It moves the item inside the world towards a desired position, but taking collisions into account.
-
item
must be something previously inserted in the world withworld:add(item, l,t,w,h)
. Otherwise,world:move
will raise an error. -
goalX, goalY
are the desiredx
andy
coordinates. The item will end up in those coordinates if it doesn't collide with anything. If, however, it collides with 1 or more other items, it can end up in a different set of coordinates. -
filter
is an optional function. If provided, it must have this signature:local type = filter(item, other)
. By default,filter
always returns"slide"
.item
is the item being moved (the same one passed toworld:move
on the first param)other
is an item (different fromitem
) which can collide withitem
.type
is a value which defines howitem
collides withother
.- If
type
isfalse
ornil
,item
will ignoreother
completely (there will be no collision) - If
type
is"touch"
,"cross"
,"slide"
or"bounce"
,item
will respond to the collisions in different ways (explained below) - Any other value (unless handled in an advanced way) will provoke an error
- If
-
actualX, actualY
are the coordinates where the object ended up after colliding with other objects in the world while trying to get togoalX, goalY
. They can be equal togoalX, goalY
if, for example, no collisions happened. -
len
is the amount of collisions produced. It is equivalent to#cols
-
cols
is an array of all the collisions that were detected. Each collision is a table. The most important item in that table iscols[i].other
, which points to the item that collided withitem
. A full description of what's inside of each collision can be found on the "Advanced API" section.
The usual way you would use move is: calculate a "desirable" goalX, goalY
point for an item (maybe using its velocity), pass it to move, and then use actualX, actualY
as the real "updates" - . For example, here's how a player would move:
function movePlayer(player, dt)
local goalX, goalY = player.x + player.vx * dt, player.y + player.vy * dt
local actualX, actualY, cols, len = world:move(player, goalX, goalY)
player.x, player.y = actualX, actualY
-- deal with the collisions
for i=1,len do
print('collided with ' .. tostring(cols[i].other))
end
end
Notice that if filter
returns nil
or false
, it is guaranteed that other
will not produce a collision. But the opposite is not true: it is possible that filter
returns
"slide"
, and yet no collision is produced. This is because filter
is applied to all the neighbors of item
, that is, all the items that "touch" the same cells as item. Some
of them might be on the same cells, but still not collide with item..
For each of the collisions returned by world:move
, the most interesting attribute is cols[i].other
. Often it's enough with it - for example if item
is one of those bullets that disappear when impacting the player you must make the bullet disappear (and decrease the player's health).
world:move()
returns a list (instead of a single collision element) because in some cases you might want to "skip" some
collisions, or react to several of them in a single frame.
For example, imagine a player which collides on the same frame with a coin first, an enemy fireball, and the floor.
- since
cols[1].other
will be a coin, you will want to make the coin disappear (maybe with a sound) and increase the player's score. cols[2].other
will be a fireball, so you will want to decrease the player's health and make the fireball disappear.cols[3].other
will be a ground tile, so you will need to stop the player from "falling down", and maybe align it with the ground.
The first two can be handled just by using col.other
, but "aligning the player with the ground" requires collision resolution.
bump.lua comes with 4 built-in ways to handle collisions: touch
, cross
, slide
& bounce
. You can select which one is used on each collision by returning
their name in the filter
param of world:move
or world:check
. You can also choose to ignore a collision by returning nil
or false
.
This is the type of collision for things like arrows or bullets; things that "gets stuck" on their targets.
Collisions of this type have their type
attribute set to "touch"
and don't have any additional information apart from the the default one, shared by all collisions (see below).
This type of collision is for cases where you want to detect a collision but you don't want any response. It is useful for things like: detecting that the player has entered a new area, or consumables (i.e. coins) which usually don't affect the player's trajectory, but it's still useful to know then they are collided with.
Collisions of this type have their type
attribute set to "cross"
and don't have any additional information apart from the the default one, shared by all collisions (see below).
This is the default collision type used in bump. It's what you want to use for solid objects which "slide over other objects", like Super Mario does over a platform or the ground.
Collisions of this type have their type
attribute set to "slide"
. They also have a special attribute called col.slide
, which is a 2d vector with two components: col.slide.x
&
col.slide.y
. It represents the x and y coordinates to which the item
"attempted to slide to". They are different from actualX
& actualY
since other collisions later on can
modify them.
A good example of this behavior is Arkanoid's ball; you can use this type of collision for things that "move away" after touching others.
Collisions of this type have their type
attribute set to "bounce"
. They also have a special attributes called col.bounce
. It is a 2d vector which represents the x and y
coordinates to which the item
"attempted to bounce".
The Grenades and the Debris in the
demo use "bounce"
to resolve their collisions.
Here's an example of a filter displaying all these behaviors:
local playerFilter = function(item, other)
if other.isCoin then return 'cross'
elseif other.isWall then return 'slide'
elseif other.isExit then return 'touch'
elseif other.isSpring then return 'bounce'
end
-- else return nil
end
The code above will make a character work more or less like super-mario, collision-wise. It'll go though coins, collide with walls, bounce over springs, etc, ignoring things it should not collide with like clouds in the background.
You could then use the collisions returned like so:
function movePlayer(player, dt)
local goalX, goalY = player.vx * dt, player.vy * dt
local actualX, actualY, cols, len = world:move(player, goalX, goalY, playerFilter)
player.x, player.y = actualX, actualY
for i=1,len do
local other = cols[i].other
if other.isCoin then
takeCoin(other)
elseif other.isExit then
changeLevel()
elseif other.isSpring then
highJump()
end
end
end
local actualX, actualY, cols, len = world:check(item, goalX, goalY, <filter>)
It returns the position where item
would end up, and the collisions it would encounter, should it attempt to move to goalX, goalY
with the specified filter
.
Notice that check
has the same parameters and return values as move
. The difference is that the former does not update the position of item
in the world - you
would have to call world:update
in order to do that. In fact, world:move
is implemented by calling world:check
first, and then world:update
immediately after.
The equivalent code to the previous example using check
would be:
function movePlayer(player, dt)
local goalX, goalY = player.vx * dt, player.vy * dt
local actualX, actualY, cols, len = world:check(player, goalX, goalY)
world:update(player, actualX, actualY) -- update the player's rectangle in the world
player.x, player.y = actualX, actualY
... <deal with the collisions as before>
end
world:check
is useful for things like "planing in advance" or "studying alternatives", when moving is still not fully decided.
Here's the info contained on every collision item contained in the cols
variables mentioned above:
cols[i] = {
item = the item being moved / checked
other = an item colliding with the item being moved
type = the result of `filter(other)`. It's usually "touch", "cross", "slide" or "bounce"
overlaps = boolean. True if item "was overlapping" other when the collision started.
False if it didn't but "tunneled" through other
ti = Number between 0 and 1. How far along the movement to the goal did the collision occur>
move = Vector({x=number,y=number}). The difference between the original coordinates and the actual ones.
normal = Vector({x=number,y=number}). The collision normal; usually -1,0 or 1 in `x` and `y`
touch = Vector({x=number,y=number}). The coordinates where item started touching other
itemRect = The rectangle item occupied when the touch happened({x = N, y = N, w = N, h = N})
otherRect = The rectangle other occupied when the touch happened({x = N, y = N, w = N, h = N})
}
Note that collisions of type slide
and bounce
have some additional fields. They are described
on each response's section above.
Most of this info is useful only if you are doing semi-advanced stuff with collisions, but they could have some uses.
For example, cols[i].normal
could be used to "detect if a player is on ground or not". cols[i].touch
could be used to
"spawn a puff of dust when a player touches ground after a fall", and so on.
The following methods are required for basic usage of bump.lua, but are quite handy, and you would be missing out some nice features of this lib if you were not using it.
Sometimes it is desirable to know "which items are in a certain area". This is called "querying the world".
Bump allows querying the world via a point, a rectangular zone, and a straight line segment.
This makes it useful not only as a collision detection library, but also as a lightweight spatial dictionary. In particular, you can use bump to "only draw the things that are needed" on the screen. In order to do this, you would have to add all your "visible" objects into bump, even if they don't collide with anything (this is usually ok, just ignore them with your filters when you do the collisions).
local items, len = world:queryPoint(x,y, filter)
Returns the items that touch a given point.
It is useful for things like clicking with the mouse and getting the items affected.
x,y
are the coordinates of the point that is being checkeditems
is the list items from the ones inserted on the world (likeplayer
) that contain the pointx,y
. If no items touch the point, thenitems
will be an empty table. If not empty, then the order of these items is random.filter
is an optional function. It takes one parameter (an item).queryPoint
will not return the items that returnfalse
ornil
onfilter(item)
. By default, all items touched by the point are returned.len
is the length of the items list. It is equivalent to#items
, but it's slightly faster to uselen
instead.
local items, len = world:queryRect(l,t,w,h, filter)
Returns the items that touch a given rectangle.
Useful for things like selecting what to display on the screen, as mentioned above, or selecting a group of units with the mouse in a strategy game.
l,t,w,h
is a rectangle. The items that intersect with it will be returned.filter
is an optional function. When provided, it is used to "filter out" which items are returned - iffilter(item)
returnsfalse
ornil
, that item is ignored. By default, all items are included.items
is a list of items, like inworld:queryPoint
. But instead of for a pointx,y
for a rectanglel,t,w,h
.len
is equivalent to#items
local items, len = world:querySegment(x1,y1,x2,y2,filter)
Returns the items that touch a segment.
It's useful for things like line-of-sight or modelling bullets or lasers.
x1,y1,x2,y2
are the start and end coordinates of the segment.filter
is an optional function. When provided, it is used to "filter out" which items are returned - iffilter(item)
returnsfalse
ornil
, that item is ignored. By default, all items are included.items
is a list of items, similar toworld:queryPoint
, intersecting with the given segment. The difference is that inworld:querySegment
the items are sorted by proximity. The ones closest tox1,y1
appear first, while the ones farther away appear later.len
is equivalent to#items
.
local itemInfo, len = world:querySegmentWithCoords(x1,y1,x2,y2)
An extended version of world:querySegment
which returns the collision points of the segment with the items,
in addition to the items.
It is useful if you need to actually show the lasers/bullets or if you need to show some impact effects (i.e. spawning some particles
where a bullet hits a wall). If you don't need the actual points of contact between the segment and the bounding rectangles, use
world:querySegment
, since it's faster.
x1,y1,x2,y2,filter
same as inworld:querySegment
itemInfo
is a list of tables. Each element in the table has the following elements:item
,x1
,y1
,x2
,y2
,t0
andt1
.info.item
is the item being intersected by the segment.info.x1,info.y1
are the coordinates of the first intersection betweenitem
and the segmentinfo.x2,info.y2
are the coordinates of the second intersection betweenitem
and the segmentinfo.ti1
&info.ti2
are numbers between 0 and 1 which say "how far from the starting point of the segment did the impact happen"
len
is equivalent to#itemInfo
.
Most people will only need info.item
, info.x1
and info.y1
. info.x2
and info.y2
are useful if you also need to show "the exit point
of a shoot", for example. info.ti1
and info.ti2
give an idea about the distance to the origin, so they can be used for things like
calculating the intensity of a shooting that becomes weaker with distance.
The following methods are advanced and/or used internally by the library; most people will not need them.
local result = world:hasItem(item)
Returns wether the world contains the given item or not. This function does not throw an error if item
is not included in world
; it just returns false
.
local count = world:countItems()
Returns the number of items inserted in the world. Useful for debugging
local items, len = world:getItems()
Builds and returns an array containing all the items in the world (as well as its length). This can be useful if you want to draw or update all the items in the world, without doing any queries. Notice that in which the items will be returned is non-deterministic.
local x,y,w,h = world:getRect(item)
Given an item, obtain the coordinates of its bounding rect. Useful for debugging/testing things.
local cell_count = world:countCells()
Returns the number of cells being used. Useful for testing/debugging.
local cx,cy = world:toCell(x,y)
Given a point, return the coordinates of the cell that containg it using the world's cellSize
. Useful mostly for debugging bump, or drawing
debug info.
local x,y = world:toWorld(x,y)
The inverse of world:toCell
. Given the coordinates of a cell, return the coordinates of its main corner (top-left in LÖVE and Corona SDK, bottom-left in Cocos2d-x) in the game world.
local cols, len = world:project(item, x,y,w,h, goalX, goalY, filter)
Moves a the given imaginary rectangle towards goalX and goalY, providing a list of collisions as they happen in that straight path.
This method is useful mostly when creating new collision responses, although it could be also used as a query method.
You could use this method to implement your own collision response algorithm (this was the only way to do it in prevous versions of bump)
bump.responses.touch
bump.responses.cross
bump.responses.slide
bump.responses.bounce
These are the functions bump uses to resolve collisions by default. You can use these functions' source as a base to build your own response function, if you feel adventurous.
world:addResponse(name, response)
This is how you register a new type of response in the world. All worlds come with the 4 pre-defined responses already installed, but you can add your own: if you register the
response 'foo'
, if your filter returns 'foo'
in a collision your world will handle it with response
. This, however, is advanced stuff, and you
will have to read the source code of the default responses in order to know how to do that.
bump.rect.getNearestCorner
bump.rect.getSegmentIntersectionIndices
bump.rect.getDiff
bump.rect.containsPoint
bump.rect.isIntersecting
bump.rect.getSquareDistance
bump.rect.detectCollision
bump.lua comes with some rectangle-related functions in the bump.rect
namespace. These are not part of the official API and can change at any moment. However, feel free to
use them if you are implementing your own collision responses.
Just copy the bump.lua file wherever you want it. Then require it where you need it:
local bump = require 'bump-niji'
If you copied bump.lua to a file not accesible from the root folder (for example a lib folder), change the code accordingly:
local bump = require 'lib.bump-niji'
bump-niji is licensed under the MIT license.
Specs for this project can be run using busted.
See CHANGELOG.md for details