group.collide()
Makes each sprite in the group stop when it runs into the target. If the target is moving, it will push the sprite with it. The target keeps moving as before.
Most games will involve sprites colliding with each other. There are four types of collisions available in Game Lab: bounce
, bounceOff
, collide
and displace
. These blocks will cause a certain type of interaction between each sprite and its target and must be used within the draw
function.
Examples
Downpour
The umbrella stops a downpour.
// The umbrella stops a downpour.
var umbrella = createSprite(200, 200);
umbrella.setAnimation("umbrella");
umbrella.setCollider("circle", 0, 10);
var group = createGroup();
for (var i = 0; i < 100; i++) {
var sprite = createSprite(randomNumber(0, 400), randomNumber(0, 100), 10, 10);
sprite.setAnimation("raindrop");
sprite.scale=0.05;
group.add(sprite);
}
group.setVelocityEach(0, 10);
function draw() {
background("white");
group.collide(umbrella);
drawSprites();
}
Syntax
group.collide(target)
Parameters
Name | Type | Required? | Description |
---|---|---|---|
target | Sprite or Group | The name of the target sprite or target group you want to check for a collision. |
Returns
Tips
- All four of the collisions are similar to including an "if (sprite.isTouching(target))" in the
draw
function, and then depending on the collision type, updating the sprite and targetvelocityX
andvelocityY
properties. - Only one of the four types of collisions should be specified for each pair of sprites.
- To fine tune your collision detection use
setCollider
to change the shape and size of the collider area and setdebug
to true for the sprites. - A sprite that is not visible can still collide with other sprites and user mouse interactions.
Found a bug in the documentation? Let us know at support@code.org.