Enemies and Bullets collision¶
Right, we are really close to a playable game, we have enemies and we have the ability to shoot bullets at them! We now need to do something when a bullet hits an enemy.
Flame provides a collision detection system out of the box, which we will use to implement our logic that will handle when a bullet and an enemy comes into contact. The result will be that both are removed!
First we need to let our FlameGame
know that we want collisions between components to
be checked. In order to do so, simply add the HasCollisionDetection
mixin to the declaration
of the game class:
class SpaceShooterGame extends FlameGame
with PanDetector, HasCollisionDetection {
// ...
}
With that, Flame now will start to check if components has collided with each other. Next we need to identify which components can cause collisions.
In our case those are the Bullet
and Enemy
components and we need to add hitboxes to them.
A hitbox is nothing more than a defined part of the component’s area that can hit
other objects. Flame offers a collection of classes to define a hitbox, the simplest of them is
the RectangleHitbox
, which like the name implies will make a rectangular area as the component’s
hitbox.
Hitboxes are also components, so in order to add them to our components we can simply add
them to the components that we want to have hitboxes, so let’s do it, let’s start by adding the
following line to the Enemy
class:
add(RectangleHitbox());
For the bullet we will do the same, but with a slight difference:
add(
RectangleHitbox(
collisionType: CollisionType.passive,
),
);
The collisionType
s are very important to understand, since they can directly impact the game
performance!
There are three types of collisions in Flame:
active
collides with otherHitbox
es of type active or passivepassive
collides with otherHitbox
es of type activeinactive
will not collide with any otherHitbox
es
Usually it is smart to mark hitboxes from components that will have a higher number of instances as passive, so they will be taken into account for collision, but they themselves will not check their own collisions, drastically reducing the number of checking, giving a better performance to the game!
And since in this game we anticipate that there will be more bullets than enemies, we choose the bullets to have a passive collision type!
From this point on, Flame will take care of checking the collision between those two components, we now need to do something when they come in contact.
We can start that by receiving the collision events in one of the classes. Since Bullet
s have a
passive collision type, we will also add the collision checking logic to the Enemy
class.
To listen to collision events we need to add the CollisionCallbacks
mixin to the component.
By doing so we will be able to override some methods like onCollisionStart
and onCollisionEnd
.
So let’s do that and make a few changes to the Enemy
class:
class Enemy extends SpriteAnimationComponent
with HasGameReference<SpaceShooterGame>, CollisionCallbacks {
// Other methods omitted
@override
void onCollisionStart(
Set<Vector2> intersectionPoints,
PositionComponent other,
) {
super.onCollisionStart(intersectionPoints, other);
if (other is Bullet) {
removeFromParent();
other.removeFromParent();
}
}
}
As you can see, we added the mixin to the class, overrode the onCollisionStart
method,
where we check whether the component that collided with us was a Bullet
and if it was, then
we remove both the current Enemy
instance and the Bullet
.
If you run the game now you will finally be able to defeat the enemies crawling down the screen!
To add some final touches, let’s add some explosion animations and add more action to the game!
First, let’s create the explosion class:
class Explosion extends SpriteAnimationComponent
with HasGameReference<SpaceShooterGame> {
Explosion({
super.position,
}) : super(
size: Vector2.all(150),
anchor: Anchor.center,
removeOnFinish: true,
);
@override
Future<void> onLoad() async {
await super.onLoad();
animation = await game.loadSpriteAnimation(
'explosion.png',
SpriteAnimationData.sequenced(
amount: 6,
stepTime: .1,
textureSize: Vector2.all(32),
loop: false,
),
);
}
}
There is not much new in it, the biggest difference compared to the other animation components is
that we are passing loop: false
in the SpriteAnimationData.sequenced
constructor and that we are
setting removeOnFinish: true;
. We do that so that when the animation is finished, it will
automatically be removed from the game!
And finally, we make a small change in the onCollisionStart
method from the Enemy
class
in order to add the explosion to the game:
@override
void onCollisionStart(
Set<Vector2> intersectionPoints,
PositionComponent other,
) {
super.onCollisionStart(intersectionPoints, other);
if (other is Bullet) {
removeFromParent();
other.removeFromParent();
game.add(Explosion(position: position));
}
}
And that is it! We finally have a game which provides all the minimum necessary elements for a space shooter, from here you can use what you learned to build more features in the game like making the player suffer damage if it clashes with an enemy, or make the enemies shoot back, or maybe both?
Good hunting pilot, and happy coding!