Question

I'm writing a simple 2D top-down game in Python 3 using tkinter. All the collidable objects are either circles/arcs or lines. I wrote the following method to detect when a circle hits a line:

I am using the formulas y = mx + b and r^2 = (x-h)^2 + (y-k)^2

def CheckHitCToL(self, LX0, LY0, LX1, LY1, CX0, CX1, Tab):
    try:
        H = self.Creatures[Tab].X
        K = self.Creatures[Tab].Y
        R = abs((CX0 - CX1) / 2)
        M = (LY0 - LY1) / (LX0 - LX1)
        B = M * (-LX1) + LY1
        QA = (M * M) + 1
        QB = (-H - H) + (((B - K) * M) * 2)
        QC = (H * H) + ((B - K) * (B - K)) - (R * R)
        X = (- QB + sqrt((QB * QB) - (4 * QA * QC))) / (2 * QA)
        Y = (M * X) + B
        if ((X <= LX0 and X >= LX1) or (X >= LX0 and X <= LX1)) and ((Y <= LY0 and Y >= LY1) or (Y >= LY0 and Y <= LY1)):
            return True
        else:
            return False
    except:
        return False

My problem is when you have a vertical line, M (Or the slope) is (LY0 - LY1) / 0. (This is because the slope is equal to rise/run, and vertical lines don't have a run, just a rise) Which of course returns an error, caught by try except, which then informs my movement method that no collision has taken place. Of course I can simply move the "try:" down a few lines, but it's still going to throw an error. How can I adapt this program to not throw an error when working with a vertical line?

Was it helpful?

Solution

Well, the most obvious method would involve using if( (LX0 - LX1)==0 ) and doing this case separately. In such cases, you need to check whether distance between LX0 and CX0 is equal to the radius of circle.

OTHER TIPS

You can use another forms of line equation -

implicit A*x + B*y + C = 0

or parametric x = LX0 + t * (LX1 - LX0), y = LY0 + t *(LY1 - LY0)

with appropriate modification of calculations

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