# npm

## collider2d 1.1.1 • Public • Published

# Collider2D

A 2D collision checker for modern JavaScript games.

## Prologue

Note, this project uses https://github.com/jriecken/sat-js as a foundation and builds on it. I will actively send updates that I find useful to the original repository as I find it to be a great resource still.

If you find collider2d useful please check out the original repository and give credit to the author.

## Install

To install collider2d, use:

`\$ npm install collider2d`

## Initialization

If you're using collider2d in a browser environment, you can use the `collider2d.js` file found in the root directory or just a reference to the package if you're using webpack.

browser

```// Non-webpack environment:
import { Vector, Box, Circle, Polygon, Collider2d } from '../node_modules/collider2d/collider2d.js';

// Webpack/other bundler environment:
import { Vector, Box, Circle, Polygon, Collider2d } from 'collider2d';```

and in a Node environment, you can imply require the module:

node

`const { Vector, Box, Circle, Polygon, Collider2d } = require('collider2d');`

The `Vector`, `Box`, `Circle`, and `Polygon` classes are used to create the shapes to test and then the `Collider2d` class is used to test collisions using the created shapes. Just like with the geometry classes, you'll need to create a new instance of the class to use the collision tests. In the examples below you'll see:

`const collision = collider2d.testPolygonPolygon();`

This implies that an instance of the `Collider2d` is created beforehand like so:

`const collider2d = new Collider2d();`

## Geometry

collider2d revolves around points and shapes, more specifically vectors, circles, and polygons.

## Vector

A vector is a point in 2D space that has a x and y position.

property type description default
x number The x position of the vector. 0
y number The y position of the vector. 0

example:

`const vec1 = new Vector(10, 25);`

To see the full list of properties and methods for circles, check out the vector documentation.

## Circle

A circle consists of a center position and a radius.

property type description default
position Vector A vector representing the center of the circle. vector(0, 0)

example:

`const circle = new Circle(new Vector(5, 5), 10);`

To see the full list of properties and methods for circles, check out the circles documentation.

## Polygon

A polygon consists of a convex shape with any number of points (specified in a counter-clockwise order).

property type description default
position Vector A vector representing the origin of the polygon (all other points are relative to this one). vector(0, 0)
points Array An array of vectors representing the points of the polygon, in counter-clockwise order. 0

example:

```const polygon = new Polygon(new Vector(0, 0), [
new Vector(0, 0),
new Vector(40, 0),
new Vector(40, 40),
new Vector(0, 40)
]);```

To see the full list of properties and methods for polygons, check out the polygon documentation.

## Box

A box represents an axis-aligned bounding box with a width and a height.

property type description default
position Vector A vector representing the position of this box. vector(0, 0)
width number The width of this box. 0
height number The height of this box. 0

example:

`const box = new Box(new Vector(5, 10), 100, 250);`

To see the full list of properties and methods for boxes, check out the box documentation.

## Collisions

There are three different types of collisions: point, circle, and polygon collisions.

Some collisions (testCircleCircle, testPolygonPolygon, testPolygonCircle, testCirclePolygon) have a `details` parameter that can be used to return extra details about the collision, if there is one.

The structure of the collision details object looks like:

property type description default
a Vector,Circle,Polygon The first collision object
b Vector,Circle,Polygon The second collision object
overlapN Vector A unit vector representing the direction and magnitude of the overlap.
overlapV Vector A vector representing the minimum change necessary to extract the first object from the second one.
overlap number The amount that is overlapping.
aInB boolean Returns true if the first collision object is completely in the second collision object.
bInA boolean Returns true if the second collision object is completely in the first collision object.

Note that if you pass in true for the detail parameter and there is a collision, there will not be a boolean returned but the collision details object instead. If there is no collision then it will still return false.

## Point Collisions

### pointInCircle

Checks to see if a point is inside of a circle.

Returns true if the point is in the circle or false otherwise.

property type description default
point Vector The point to test.
circle Circle The circle to test.

example:

```const circle = new Circle(new Vector(100, 100), 20);

const collision = collider2d.pointInCircle(new Vector(110, 110), circle); // true```

### pointInPolygon

Checks to see if a point is inside of a convex polygon.

Returns true if the point is in the polygon or false otherwise.

property type description default
point Vector The point to test.
polygon Polygon The polygon to test.

example:

```const triangle = new Polygon(new Vector(30, 0), [
new Vector(0, 0),
new Vector(30, 0),
new Vector(0, 30)
]);

const collision = collider2d.pointInPolygon(new Vector(35, 5), triangle); // true```

## Polygon Collisions

### testPolygonPolygon

Checks whether polygons collide.

Returns true if the circles collide or false otherwise. If details is set to true and a collision occurs then a collision details object will be returned instead of true.

property type description default
a Polygon The first polygon.
b Polygon The second polygon.
details boolean If set to true and there is a collision, an object highlighting details about the collision will be returned instead of just returning true

example:

```const polygon1 = new Polygon(new Vector(0, 0), [
new Vector(0, 0),
new Vector(40, 0),
new Vector(40, 40),
new Vector(0, 40)
]);

const polygon2 = new Polygon(new Vector(30, 0), [
new Vector(0, 0),
new Vector(30, 0),
new Vector(0, 30)
]);

// No details
const collided = collider2d.testPolygonPolygon(polygon1, polygon2); // true

// Details
const collidedDetails = collider2d.testPolygonPolygon(polygon1, polygon2, true);
console.log(collidedDetails.overlap); // 10```

### testPolygonCircle

Check if a polygon and a circle collide.

Returns true if the circles collide or false otherwise. If details is set to true and a collision occurs then a collision details object will be returned instead of true.

property type description default
polygon Polygon The polygon to check.
circle Circle The circle to check.
details boolean If set to true and there is a collision, an object highlighting details about the collision will be returned instead of just returning true

example:

```const circle = new Circle(new Vector(50, 50), 20);

const polygon = new Polygon(new Vector(0, 0), [
new Vector(0, 0),
new Vector(40, 0),
new Vector(40, 40),
new Vector(0, 40)
]);

// No details
const collided = collider2d.testPolygonCircle(polygon, circle); // true

// Details
const collidedDetails = collider2d.testPolygonCircle(polygon, circle, true);
console.log(collidedDetails.overlap.toFixed(2)); // 5.86```

## Circle Collisions

### testCircleCircle

Check if two circles collide.

Returns true if the circles collide or false otherwise. If details is set to true and a collision occurs then a collision details object will be returned instead of true.

property type description default
a Circle The first circle.
b Circle The second circle.
details boolean If set to true and there is a collision, an object highlighting details about the collision will be returned instead of just returning true

example:

```const circle1 = new Circle(new Vector(0, 0), 20);
const circle2 = new Circle(new Vector(30, 0), 20);

// No details
const collided = collider2d.testCircleCircle(circle1, circle2); // true

// Details
const collidedDetails = collider2d.testCircleCircle(circle1, circle2, true);
console.log(collidedDetails.overlap); // 10```

### testCirclePolygon

Check if a circle and a polygon collide.

NOTE: This is slightly less efficient than polygonCircle as it just runs polygonCircle and reverses everything at the end.

Returns true if the circles collide or false otherwise. If details is set to true and a collision occurs then a collision details object will be returned instead of true.

property type description default
circle Circle The circle to check.
polygon Polygon The polygon to check.
details boolean If set to true and there is a collision, an object highlighting details about the collision will be returned instead of just returning true

example:

```const circle = new Circle(new Vector(50, 50), 20);

const polygon = new Polygon(new Vector(0, 0), [
new Vector(0, 0),
new Vector(40, 0),
new Vector(40, 40),
new Vector(0, 40)
]);

// No details
const collided = collider2d.testCirclePolygon(circle, polygon); // true

// Details
const collidedDetails = collider2d.testCirclePolygon(circle, polygon, true);```

## Tests

To run the tests available for collider2d use:

`\$ npm run test`

MIT

## Keywords

### Install

`npm i collider2d`

### Repository

github.com/robertcorponoi/collider2d

37

1.1.1