I am a PhD student at NUI Galway in Ireland researching energy efficiency in
data centres. In the course of my early research I was writing some code to scan
a heat map of a data centre floor plan to identify hot and cold spots in the
room. The more I developed the code the more it began to look like a version of
the original pacman game. So, late one evening (as is often the case with
programmers) I decided to take the code further. Below is an interesting section
from the first evolution of the game which I have called Scanners - based on
what I was doing when I started writing the code.
Collision Detection
In pacman (and most other games since) the player must be kept within a game
area which has well defined boundaries. Keeping the player within those
boundaries is achieved using collision detection. Scanners includes a collision
detection function to identify when a player hits one of the outer walls (inner
boundaries are being added to version 2).
Thinking about hitting outer walls identifies the fact that a player will bounce
back into the play area differently depending on where the collsion takes place.
For example โ if you detect a collision in the centre of the upper wall you can
bounce the competitor back into the game in any of 5 directions (left, right,
down,down-left and down-right), whereas if the competitor hits the top wall at
either the left or right corner then the number of directions to bounce the
player back into the game is limited to 3. Players are bounced in a random
direction when a collision takes place:
int iNextMove = random.Next(1, 6);
The code for detecting any collision with the top wall follows. Comments explain
each section:
#region topwall
//top wall
if (competitor.iYPosition == 1)
{
//not intersection with left or right walls โ 16 squares in the
play area
if (competitor.iXPosition != 1 && competitor.iXPosition != 16)
{
//bounce competitor off wall in any direction except up
int iNextMove = random.Next(1, 6);
//track the direction the player is bounced
switch (iNextMove)
{
//left
case 1: competitor.iXPosition = competitor.iXPosition -
1;
iLeftMoves++;
break;
//right
case 2: competitor.iXPosition = competitor.iXPosition +
1;
iRightMoves++;
break;
//down
case 3: competitor.iYPosition = competitor.iYPosition +
1;
iDownMoves++;
break;
//down-right
case 4: competitor.iXPosition = competitor.iXPosition +
1;
competitor.iYPosition = competitor.iYPosition + 1;
iDownRightMoves++;
break;
//down-left
case 5: competitor.iXPosition = competitor.iXPosition -
1;
competitor.iYPosition = competitor.iYPosition + 1;
iDownLeftMoves++;
break;
default: break;
}
}
else
{
//left corner
if (competitor.iXPosition == 1)
{
int iNextMove = random.Next(1, 4);
switch (iNextMove)
{
//right
case 1: competitor.iXPosition =
competitor.iXPosition + 1;
iRightMoves++;
break;
//down
case 2: competitor.iYPosition =
competitor.iYPosition + 1;
iDownMoves++;
break;
//down-right
case 3: competitor.iXPosition =
competitor.iXPosition + 1;
competitor.iYPosition = competitor.iYPosition +
1;
iDownRightMoves++;
break;
default: break;
}
}
//right corner
else
{
int iNextMove = random.Next(1, 4);
switch (iNextMove)
{
//left
case 1: competitor.iXPosition =
competitor.iXPosition - 1;
iLeftMoves++;
break;
//down
case 2: competitor.iYPosition =
competitor.iYPosition + 1;
iDownMoves++;
break;
//down-left
case 3: competitor.iXPosition =
competitor.iXPosition - 1;
competitor.iYPosition = competitor.iYPosition +
1;
iDownLeftMoves++;
break;
default: break;
}
}
}
}
#endregion
With up to 8 competitors in the game it is clear that a lot of processing is
taking place to detect collisions. On my own PC I was able to run the Timer_Tick
(which controls the game) at 1/10 of a second. With a faster PC you might be
able to speed the game up even more. Game speed is available to the player as an
option before starting.
I would be interested to hear any ideas C#Corner readers have for further
development of the game or send me your edits :)