Broadphase<T extends Hitbox<T> > class
abstract
The Broadphase class is used to make collision detection more efficient by doing a rough estimation of which hitboxes that can collide before their actual intersections are calculated.
Currently there are two implementations of Broadphase:
- Sweep is the simplest system. It simply short-circuits potential
collisions based on the horizontal (x) position of the components
in question. It is the default implementation when you use
HasCollisionDetection
. - QuadTree works faster in some cases. It requires additional setup and works only with fixed-size maps. See HasQuadTreeCollisionDetection for details.
Always experiment to see which approach works best for your game.
- Implementers
Constructors
Properties
Methods
-
add(
T item) → void - Adds an item to the broadphase. Should be called in a CollisionDetection class while adding a hitbox into its collision detection system.
-
addAll(
Iterable< T> items) → void -
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a nonexistent method or property is accessed.
inherited
-
query(
) → Iterable< CollisionProspect< T> > - Returns the potential hitbox collisions
-
remove(
T item) → void - Removes an item from the broadphase. Should be called in a CollisionDetection class while removing a hitbox from its collision detection system.
-
removeAll(
Iterable< T> items) → void -
toString(
) → String -
A string representation of this object.
inherited
-
update(
) → void - This method can be used if there are things that needs to be prepared in each tick.
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited