Quad tree collision detection algorithm support for Flame
Quad Tree algorithm implementation aimed to be used in Flame
Features
- Fully compatible with vanilla Flame
- Allow to write custom broadphase checks for each type of component
- Manages components automatically bot provide functions for manual control
Getting started
Configuration process is similar to standard Flame collision detection system setup.
- Add mixin
HasQuadTreeCollisionDetection
to you game class, extended from FlameGame:
class TestGameQuadTree extends FlameGame with HasQuadTreeCollisionDetection {}
- Call
initCollisionDetection
function in game’sonLoad
function. Here you should specify a rect with you game map dimensions. This information is required to split game space into quadrants
@override
Future<void> onLoad() async {
final tiledComponent = await TiledComponent.load('collisions.tmx', Vector2.all(8));
final mapWidth = (tiledComponent.tileMap.map.width *
tiledComponent.tileMap.map.tileWidth)
.toDouble();
final mapHeight = (tiledComponent.tileMap.map.height *
tiledComponent.tileMap.map.tileHeight)
.toDouble();
initCollisionDetection(Rect.fromLTWH(0, 0, mapWidth, mapHeight));
}
- All game components which need to be involved into collision detection cycle should have two mixins:
- Standard Flame’s
CollisionCallbacks
to support “onCollision*” functions - Special
CollisionQuadTreeController
mixin
This is minimal configuration enough for basic functionality
Additional methods
There are a number of additional methods to make broadphase checks more fast.
Minimal distance between object’s centers
In you FlameGame custom class override minimumDistance
variable:
class TestGameQuadTree extends FlameGame with HasQuadTreeCollisionDetection {
@override
double? get minimumDistance => 10;
}
This will lead to exclude objects from detail expensive collision check if distance between objects
is more than minimumDistance
variable value.
You also can reimplement HasQuadTreeCollisionDetection::minimumDistanceCheck
method if you need
more complex logic.
General check, should objects of several types ever to collide
In you component class reimplement method broadPhaseCheck
:
@override
bool broadPhaseCheck(PositionComponent other) {
if (other is Brick) return false;
return super.broadPhaseCheck(other);
}
IMPORTANT! This check is performed only once for pair of items. If result is negative, it become
cached by QuadTreeBroadphase
class. So place here only general checks like checking object’s type
and so on. If to pass where something very dynamic, you could face unexpected behavior.