collision

Collision between masks in pygame

喜夏-厌秋 提交于 2020-11-29 02:53:36
问题 I have a problem with collisions in my game, spaceship's mask doesn't collide properly with a background and I believe that offset is a problem, however I'm not sure. I've tried multiple collision techniques and checked a lot of answers to my problem, but none of them helped me. import pygame as pg import os os.environ['SDL_VIDEO_WINDOW_POS'] = "%d,%d" % (2, 29) pg.init() def gameLoop(): display_width = 1800 display_height = 1000 pg.display.set_caption("Kerbal Space Landing Simulator") clock

How to identify whether or not std::unordered_map has experienced hash collisions?

依然范特西╮ 提交于 2020-07-03 06:51:30
问题 How to identify whether or not the keys in a std::unordered_map have experienced hash collisions? That is, how to identify if any collision chaining is present? 回答1: You can use the bucket interface and its bucket_size method. std::unordered_map<int, int> map; bool has_collision = false; for(size_t bucket = 0; bucket < map.bucket_count(); bucket++) { if(map.bucket_size(bucket) > 1) { has_collision = true; break; } } 来源: https://stackoverflow.com/questions/46137811/how-to-identify-whether-or

How to identify whether or not std::unordered_map has experienced hash collisions?

笑着哭i 提交于 2020-07-03 06:50:20
问题 How to identify whether or not the keys in a std::unordered_map have experienced hash collisions? That is, how to identify if any collision chaining is present? 回答1: You can use the bucket interface and its bucket_size method. std::unordered_map<int, int> map; bool has_collision = false; for(size_t bucket = 0; bucket < map.bucket_count(); bucket++) { if(map.bucket_size(bucket) > 1) { has_collision = true; break; } } 来源: https://stackoverflow.com/questions/46137811/how-to-identify-whether-or

JavaScript wall collision on convex shapes, getting stuck at corner

99封情书 提交于 2020-05-09 07:54:27
问题 The bounty expires tomorrow . Answers to this question are eligible for a +50 reputation bounty. bluejayke wants to draw more attention to this question. this is a follow up to this other question: How do I handle player collision with corners of a wall In inspiration of the code given in its answer, I tried to write some new code. Basically, in the original, the wall sliding works very well on the inside of the walls, but I wanted to make it work on the outside as well, so I made a new basic