6. Physics & Collision Systems

Defold Platformer Framework
# 6. Physics & Collision Systems Defold's physics and collision systems provide the foundation for creating realistic interactions in your platformer game. This section explores how to implement and fine-tune physics for your platformer characters and environment. ## Physics Components in Defold Defold uses a 2D physics engine based on Box2D that provides several key components: - **Collision Objects**: Define physical properties and collision shapes - **Collision Shapes**: Define the geometry for collision detection - **Joints**: Connect collision objects together - **Physics Materials**: Define physical properties like friction and rebound ## Collision Object Types Defold offers different collision object types to suit various game elements: | Type | Description | Use Case | |------|-------------|----------| | **Dynamic** | Objects affected by gravity and forces | Player character, enemies, moving platforms | | **Kinematic** | Objects that move but aren't affected by physics | Moving platforms with predefined paths | | **Static** | Immovable objects | Ground, walls, fixed platforms | | **Trigger** | Non-physical areas that detect collision | Checkpoints, power-up zones, death zones | ## Setting Up Collision Groups Collision groups determine which objects can collide with each other. In a platformer, you might use groups like: ```lua -- collision.lua local M = {} M.GROUP_PLAYER = hash("player") M.GROUP_ENEMY = hash("enemy") M.GROUP_GROUND = hash("ground") M.GROUP_ITEM = hash("item") M.GROUP_PROJECTILE = hash("projectile") return M ``` ## Collision Messages When collisions occur, Defold sends messages that you can handle in your scripts: ```lua function on_message(self, message_id, message, sender) if message_id == hash("collision_response") then -- Handle collision if message.group == hash("ground") then -- Player has hit ground self.grounded = true end elseif message_id == hash("trigger_response") then -- Handle trigger if message.group == hash("item") then -- Player has collected an item end end end ``` ## Physics Properties Configure physics properties in your game.project file: ``` [physics] gravity_y = -1000 scale = 0.01 debug = 0 ``` ## Ray Casting for Ground Detection Ray casting is useful for detecting ground beneath the player: ```lua function check_ground(self) local ray_start = go.get_position() local ray_end = vmath.vector3(ray_start.x, ray_start.y - 20, 0) local result = physics.raycast(ray_start, ray_end, {hash("ground")}) if result then self.grounded = true else self.grounded = false end end ``` ## Implementing One-Way Platforms One-way platforms are a common platformer feature. Here's how to implement them: ```lua function on_message(self, message_id, message, sender) if message_id == hash("collision_response") then if message.group == hash("one_way_platform") then -- Only collide if coming from above if self.velocity.y <= 0 and message.normal.y > 0.7 then -- Allow collision self.grounded = true else -- Ignore collision msg.post(sender, "ignore_collision") end end end end ``` ## Visualizing Collision Shapes For debugging, enable physics visualization in your game.project file: ``` [physics] debug = 1 ``` ## Collision Flow Diagram ```mermaid flowchart TD A[Physics Update] --> B{Check for Collisions} B -->|Collision Detected| C[Generate Collision Message] C --> D[Call on_message in Scripts] D --> E{Process Collision Response} E -->|Accept| F[Apply Physics Response] E -->|Ignore| G[Disable Collision] B -->|No Collision| H[Continue Physics Update] F --> I[Update Game State] G --> I H --> I ``` ## Physics Calculations The physics engine calculates forces and movement using equations like: $$F = m \cdot a$$ Where $F$ is force, $m$ is mass, and $a$ is acceleration. For jumping mechanics, the initial velocity needed to reach a height $h$ is: $$v_0 = \sqrt{2 \cdot g \cdot h}$$ Where $g$ is gravity and $h$ is the desired jump height. ## Optimizing Physics Performance 1. **Use simple collision shapes** - Prefer circles and rectangles over complex polygons 2. **Limit dynamic objects** - Too many dynamic objects can slow down your game 3. **Use appropriate scale** - Keep physics values within a reasonable range 4. **Disable collisions between irrelevant objects** - Use collision groups effectively 5. **Consider using triggers** instead of collision objects when physical response isn't needed ## Common Physics Issues and Solutions | Issue | Solution | |-------|----------| | Character sticking to walls | Implement sliding or add a small horizontal force | | Falling through platforms | Increase collision shape size or use continuous collision detection | | Jittery movement | Smooth positions or use fixed timestep for physics | | Tunneling through objects | Increase collision shape size or decrease maximum velocity | | Unstable stacking | Add friction or use constraints instead of stacking | By mastering Defold's physics and collision systems, you can create responsive, realistic platformer mechanics that feel satisfying to players while avoiding common physics-related bugs and performance issues.