Collision detection between an oval and a line





.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty{ height:90px;width:728px;box-sizing:border-box;
}







0















Is there any way to detect collision between an oval and a line in java. I am making a game where the user navigates a rocket through a "cave" where the "cave" is made up of lines and i need someway to detect collision. The code is below



@Override //draws all the lines and ship
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2=(Graphics2D) g;
Rectangle r=new Rectangle();
g2.setStroke(new BasicStroke(3));
g2.drawLine(0, getHeight()-(getHeight()/6), getWidth()/6, getHeight()-(getHeight()/6));
g2.drawLine(getWidth()/6, getHeight()-(getHeight()/6), getWidth()/6, getHeight()-getHeight()/4);
g2.drawLine(getWidth()/6, getHeight()-getHeight()/4, getWidth()/6+getWidth()/10, getHeight()-getHeight()/4);
g2.drawLine(getWidth()/6+getWidth()/10, getHeight()-getHeight()/4, getWidth()/6+getWidth()/10, getHeight()-getHeight()/12);
g2.drawLine(getWidth()/6+getWidth()/10, getHeight()-getHeight()/12, getWidth()/2, getHeight()-getHeight()/12);
g2.drawLine(getWidth()/2, getHeight()-getHeight()/12, getWidth()/2, getHeight()-getHeight()/4);
g2.drawLine(getWidth()/2, getHeight()-getHeight()/4, getWidth()/3+getWidth()/15, getHeight()-getHeight()/4);
g2.drawLine(getWidth()/3+getWidth()/15, getHeight()-getHeight()/4, getWidth()/3+getWidth()/15, getHeight()-getHeight()/3);
g2.drawLine(getWidth()/3+getWidth()/15, getHeight()-getHeight()/3, getWidth()/2+getWidth()/7, getHeight()-getHeight()/3);
g2.drawLine(getWidth()/2+getWidth()/7, getHeight()-getHeight()/3, getWidth()/2+getWidth()/7, getHeight()-getHeight()/6);
g2.drawLine(getWidth()/2+getWidth()/7, getHeight()-getHeight()/6, getWidth()-getWidth()/4 , getHeight()-getHeight()/6);
g2.drawLine(getWidth()-getWidth()/4, getHeight()-getHeight()/6, getWidth()-getWidth()/4, getHeight()-getHeight()/4);
g2.drawLine(getWidth()-getWidth()/4, getHeight()-getHeight()/4, getWidth()-getWidth()/7, getHeight()-getHeight()/4);
g2.drawLine(getWidth()-getWidth()/7, getHeight()-getHeight()/4, getWidth()-getWidth()/7, getHeight()-getHeight()/8);
g2.drawLine(getWidth()-getWidth()/7, getHeight()-getHeight()/8, getWidth(), getHeight()-getHeight()/8);
g2.setColor(Color.YELLOW);
g2.fillRect(getWidth()-getWidth()/7, getHeight()-getHeight()/8, getWidth()/7, 20);
g2.rotate(Math.toRadians(theta),rocketx+10, rockety+20);
g2.setColor(Color.orange);
g2.fillOval(rocketx, rockety, 20, 40);//draws ship
}

public void initialRocket(int x, int y) {//inital position of ship
rocketx=x/12-10;
rockety=y-(y/4)-20;
}









share|improve this question

























  • You need to keep the rocket and the cave in memory, probably as special objects. (Maybe a Rocket class and Cave, which could be a collection of e.g., walls and stalagmites or what you have.) The Rocket knows its position and dimensions, as do the parts of a cave. Using that information you can check for a collision. From just drawing the lines you it would be quiet hard to figure out whether a collision happened.

    – Robert
    Nov 29 '18 at 3:56




















0















Is there any way to detect collision between an oval and a line in java. I am making a game where the user navigates a rocket through a "cave" where the "cave" is made up of lines and i need someway to detect collision. The code is below



@Override //draws all the lines and ship
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2=(Graphics2D) g;
Rectangle r=new Rectangle();
g2.setStroke(new BasicStroke(3));
g2.drawLine(0, getHeight()-(getHeight()/6), getWidth()/6, getHeight()-(getHeight()/6));
g2.drawLine(getWidth()/6, getHeight()-(getHeight()/6), getWidth()/6, getHeight()-getHeight()/4);
g2.drawLine(getWidth()/6, getHeight()-getHeight()/4, getWidth()/6+getWidth()/10, getHeight()-getHeight()/4);
g2.drawLine(getWidth()/6+getWidth()/10, getHeight()-getHeight()/4, getWidth()/6+getWidth()/10, getHeight()-getHeight()/12);
g2.drawLine(getWidth()/6+getWidth()/10, getHeight()-getHeight()/12, getWidth()/2, getHeight()-getHeight()/12);
g2.drawLine(getWidth()/2, getHeight()-getHeight()/12, getWidth()/2, getHeight()-getHeight()/4);
g2.drawLine(getWidth()/2, getHeight()-getHeight()/4, getWidth()/3+getWidth()/15, getHeight()-getHeight()/4);
g2.drawLine(getWidth()/3+getWidth()/15, getHeight()-getHeight()/4, getWidth()/3+getWidth()/15, getHeight()-getHeight()/3);
g2.drawLine(getWidth()/3+getWidth()/15, getHeight()-getHeight()/3, getWidth()/2+getWidth()/7, getHeight()-getHeight()/3);
g2.drawLine(getWidth()/2+getWidth()/7, getHeight()-getHeight()/3, getWidth()/2+getWidth()/7, getHeight()-getHeight()/6);
g2.drawLine(getWidth()/2+getWidth()/7, getHeight()-getHeight()/6, getWidth()-getWidth()/4 , getHeight()-getHeight()/6);
g2.drawLine(getWidth()-getWidth()/4, getHeight()-getHeight()/6, getWidth()-getWidth()/4, getHeight()-getHeight()/4);
g2.drawLine(getWidth()-getWidth()/4, getHeight()-getHeight()/4, getWidth()-getWidth()/7, getHeight()-getHeight()/4);
g2.drawLine(getWidth()-getWidth()/7, getHeight()-getHeight()/4, getWidth()-getWidth()/7, getHeight()-getHeight()/8);
g2.drawLine(getWidth()-getWidth()/7, getHeight()-getHeight()/8, getWidth(), getHeight()-getHeight()/8);
g2.setColor(Color.YELLOW);
g2.fillRect(getWidth()-getWidth()/7, getHeight()-getHeight()/8, getWidth()/7, 20);
g2.rotate(Math.toRadians(theta),rocketx+10, rockety+20);
g2.setColor(Color.orange);
g2.fillOval(rocketx, rockety, 20, 40);//draws ship
}

public void initialRocket(int x, int y) {//inital position of ship
rocketx=x/12-10;
rockety=y-(y/4)-20;
}









share|improve this question

























  • You need to keep the rocket and the cave in memory, probably as special objects. (Maybe a Rocket class and Cave, which could be a collection of e.g., walls and stalagmites or what you have.) The Rocket knows its position and dimensions, as do the parts of a cave. Using that information you can check for a collision. From just drawing the lines you it would be quiet hard to figure out whether a collision happened.

    – Robert
    Nov 29 '18 at 3:56
















0












0








0








Is there any way to detect collision between an oval and a line in java. I am making a game where the user navigates a rocket through a "cave" where the "cave" is made up of lines and i need someway to detect collision. The code is below



@Override //draws all the lines and ship
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2=(Graphics2D) g;
Rectangle r=new Rectangle();
g2.setStroke(new BasicStroke(3));
g2.drawLine(0, getHeight()-(getHeight()/6), getWidth()/6, getHeight()-(getHeight()/6));
g2.drawLine(getWidth()/6, getHeight()-(getHeight()/6), getWidth()/6, getHeight()-getHeight()/4);
g2.drawLine(getWidth()/6, getHeight()-getHeight()/4, getWidth()/6+getWidth()/10, getHeight()-getHeight()/4);
g2.drawLine(getWidth()/6+getWidth()/10, getHeight()-getHeight()/4, getWidth()/6+getWidth()/10, getHeight()-getHeight()/12);
g2.drawLine(getWidth()/6+getWidth()/10, getHeight()-getHeight()/12, getWidth()/2, getHeight()-getHeight()/12);
g2.drawLine(getWidth()/2, getHeight()-getHeight()/12, getWidth()/2, getHeight()-getHeight()/4);
g2.drawLine(getWidth()/2, getHeight()-getHeight()/4, getWidth()/3+getWidth()/15, getHeight()-getHeight()/4);
g2.drawLine(getWidth()/3+getWidth()/15, getHeight()-getHeight()/4, getWidth()/3+getWidth()/15, getHeight()-getHeight()/3);
g2.drawLine(getWidth()/3+getWidth()/15, getHeight()-getHeight()/3, getWidth()/2+getWidth()/7, getHeight()-getHeight()/3);
g2.drawLine(getWidth()/2+getWidth()/7, getHeight()-getHeight()/3, getWidth()/2+getWidth()/7, getHeight()-getHeight()/6);
g2.drawLine(getWidth()/2+getWidth()/7, getHeight()-getHeight()/6, getWidth()-getWidth()/4 , getHeight()-getHeight()/6);
g2.drawLine(getWidth()-getWidth()/4, getHeight()-getHeight()/6, getWidth()-getWidth()/4, getHeight()-getHeight()/4);
g2.drawLine(getWidth()-getWidth()/4, getHeight()-getHeight()/4, getWidth()-getWidth()/7, getHeight()-getHeight()/4);
g2.drawLine(getWidth()-getWidth()/7, getHeight()-getHeight()/4, getWidth()-getWidth()/7, getHeight()-getHeight()/8);
g2.drawLine(getWidth()-getWidth()/7, getHeight()-getHeight()/8, getWidth(), getHeight()-getHeight()/8);
g2.setColor(Color.YELLOW);
g2.fillRect(getWidth()-getWidth()/7, getHeight()-getHeight()/8, getWidth()/7, 20);
g2.rotate(Math.toRadians(theta),rocketx+10, rockety+20);
g2.setColor(Color.orange);
g2.fillOval(rocketx, rockety, 20, 40);//draws ship
}

public void initialRocket(int x, int y) {//inital position of ship
rocketx=x/12-10;
rockety=y-(y/4)-20;
}









share|improve this question
















Is there any way to detect collision between an oval and a line in java. I am making a game where the user navigates a rocket through a "cave" where the "cave" is made up of lines and i need someway to detect collision. The code is below



@Override //draws all the lines and ship
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2=(Graphics2D) g;
Rectangle r=new Rectangle();
g2.setStroke(new BasicStroke(3));
g2.drawLine(0, getHeight()-(getHeight()/6), getWidth()/6, getHeight()-(getHeight()/6));
g2.drawLine(getWidth()/6, getHeight()-(getHeight()/6), getWidth()/6, getHeight()-getHeight()/4);
g2.drawLine(getWidth()/6, getHeight()-getHeight()/4, getWidth()/6+getWidth()/10, getHeight()-getHeight()/4);
g2.drawLine(getWidth()/6+getWidth()/10, getHeight()-getHeight()/4, getWidth()/6+getWidth()/10, getHeight()-getHeight()/12);
g2.drawLine(getWidth()/6+getWidth()/10, getHeight()-getHeight()/12, getWidth()/2, getHeight()-getHeight()/12);
g2.drawLine(getWidth()/2, getHeight()-getHeight()/12, getWidth()/2, getHeight()-getHeight()/4);
g2.drawLine(getWidth()/2, getHeight()-getHeight()/4, getWidth()/3+getWidth()/15, getHeight()-getHeight()/4);
g2.drawLine(getWidth()/3+getWidth()/15, getHeight()-getHeight()/4, getWidth()/3+getWidth()/15, getHeight()-getHeight()/3);
g2.drawLine(getWidth()/3+getWidth()/15, getHeight()-getHeight()/3, getWidth()/2+getWidth()/7, getHeight()-getHeight()/3);
g2.drawLine(getWidth()/2+getWidth()/7, getHeight()-getHeight()/3, getWidth()/2+getWidth()/7, getHeight()-getHeight()/6);
g2.drawLine(getWidth()/2+getWidth()/7, getHeight()-getHeight()/6, getWidth()-getWidth()/4 , getHeight()-getHeight()/6);
g2.drawLine(getWidth()-getWidth()/4, getHeight()-getHeight()/6, getWidth()-getWidth()/4, getHeight()-getHeight()/4);
g2.drawLine(getWidth()-getWidth()/4, getHeight()-getHeight()/4, getWidth()-getWidth()/7, getHeight()-getHeight()/4);
g2.drawLine(getWidth()-getWidth()/7, getHeight()-getHeight()/4, getWidth()-getWidth()/7, getHeight()-getHeight()/8);
g2.drawLine(getWidth()-getWidth()/7, getHeight()-getHeight()/8, getWidth(), getHeight()-getHeight()/8);
g2.setColor(Color.YELLOW);
g2.fillRect(getWidth()-getWidth()/7, getHeight()-getHeight()/8, getWidth()/7, 20);
g2.rotate(Math.toRadians(theta),rocketx+10, rockety+20);
g2.setColor(Color.orange);
g2.fillOval(rocketx, rockety, 20, 40);//draws ship
}

public void initialRocket(int x, int y) {//inital position of ship
rocketx=x/12-10;
rockety=y-(y/4)-20;
}






graphics collision-detection






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited Nov 29 '18 at 7:41









barbsan

2,65461524




2,65461524










asked Nov 29 '18 at 2:46









Joe ButlerJoe Butler

356




356













  • You need to keep the rocket and the cave in memory, probably as special objects. (Maybe a Rocket class and Cave, which could be a collection of e.g., walls and stalagmites or what you have.) The Rocket knows its position and dimensions, as do the parts of a cave. Using that information you can check for a collision. From just drawing the lines you it would be quiet hard to figure out whether a collision happened.

    – Robert
    Nov 29 '18 at 3:56





















  • You need to keep the rocket and the cave in memory, probably as special objects. (Maybe a Rocket class and Cave, which could be a collection of e.g., walls and stalagmites or what you have.) The Rocket knows its position and dimensions, as do the parts of a cave. Using that information you can check for a collision. From just drawing the lines you it would be quiet hard to figure out whether a collision happened.

    – Robert
    Nov 29 '18 at 3:56



















You need to keep the rocket and the cave in memory, probably as special objects. (Maybe a Rocket class and Cave, which could be a collection of e.g., walls and stalagmites or what you have.) The Rocket knows its position and dimensions, as do the parts of a cave. Using that information you can check for a collision. From just drawing the lines you it would be quiet hard to figure out whether a collision happened.

– Robert
Nov 29 '18 at 3:56







You need to keep the rocket and the cave in memory, probably as special objects. (Maybe a Rocket class and Cave, which could be a collection of e.g., walls and stalagmites or what you have.) The Rocket knows its position and dimensions, as do the parts of a cave. Using that information you can check for a collision. From just drawing the lines you it would be quiet hard to figure out whether a collision happened.

– Robert
Nov 29 '18 at 3:56














0






active

oldest

votes












Your Answer






StackExchange.ifUsing("editor", function () {
StackExchange.using("externalEditor", function () {
StackExchange.using("snippets", function () {
StackExchange.snippets.init();
});
});
}, "code-snippets");

StackExchange.ready(function() {
var channelOptions = {
tags: "".split(" "),
id: "1"
};
initTagRenderer("".split(" "), "".split(" "), channelOptions);

StackExchange.using("externalEditor", function() {
// Have to fire editor after snippets, if snippets enabled
if (StackExchange.settings.snippets.snippetsEnabled) {
StackExchange.using("snippets", function() {
createEditor();
});
}
else {
createEditor();
}
});

function createEditor() {
StackExchange.prepareEditor({
heartbeatType: 'answer',
autoActivateHeartbeat: false,
convertImagesToLinks: true,
noModals: true,
showLowRepImageUploadWarning: true,
reputationToPostImages: 10,
bindNavPrevention: true,
postfix: "",
imageUploader: {
brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
allowUrls: true
},
onDemand: true,
discardSelector: ".discard-answer"
,immediatelyShowMarkdownHelp:true
});


}
});














draft saved

draft discarded


















StackExchange.ready(
function () {
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53531108%2fcollision-detection-between-an-oval-and-a-line%23new-answer', 'question_page');
}
);

Post as a guest















Required, but never shown

























0






active

oldest

votes








0






active

oldest

votes









active

oldest

votes






active

oldest

votes
















draft saved

draft discarded




















































Thanks for contributing an answer to Stack Overflow!


  • Please be sure to answer the question. Provide details and share your research!

But avoid



  • Asking for help, clarification, or responding to other answers.

  • Making statements based on opinion; back them up with references or personal experience.


To learn more, see our tips on writing great answers.




draft saved


draft discarded














StackExchange.ready(
function () {
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53531108%2fcollision-detection-between-an-oval-and-a-line%23new-answer', 'question_page');
}
);

Post as a guest















Required, but never shown





















































Required, but never shown














Required, but never shown












Required, but never shown







Required, but never shown

































Required, but never shown














Required, but never shown












Required, but never shown







Required, but never shown







Popular posts from this blog

Contact image not getting when fetch all contact list from iPhone by CNContact

count number of partitions of a set with n elements into k subsets

A CLEAN and SIMPLE way to add appendices to Table of Contents and bookmarks