Simplify JavaScript collision detection with offset











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I am working on a background project that is a little interactive. Now I am using some collision detection to draw some lines and stuff.



The code I have works great but it is very bulky and hard to read.



if (background.allPixels[i].location.x - drawLineBetweenPixelRange < background.allPixels[j].location.x + background.allPixels[j].width &&
background.allPixels[i].location.x + background.allPixels[i].width + drawLineBetweenPixelRange > background.allPixels[j].location.x &&
background.allPixels[i].location.y - drawLineBetweenPixelRange < background.allPixels[j].location.y + background.allPixels[j].height &&
background.allPixels[i].location.y + background.allPixels[i].height + drawLineBetweenPixelRange > background.allPixels[j].location.y)


It comes down to running this for the x and y coordinates:



var result = (x - a < y + b) && (x + b + a > y)


Can this be simplified?



I whas hoping if the check itself could be shortened by taking stuff out that might counter eachother.










share|improve this question




























    up vote
    0
    down vote

    favorite












    I am working on a background project that is a little interactive. Now I am using some collision detection to draw some lines and stuff.



    The code I have works great but it is very bulky and hard to read.



    if (background.allPixels[i].location.x - drawLineBetweenPixelRange < background.allPixels[j].location.x + background.allPixels[j].width &&
    background.allPixels[i].location.x + background.allPixels[i].width + drawLineBetweenPixelRange > background.allPixels[j].location.x &&
    background.allPixels[i].location.y - drawLineBetweenPixelRange < background.allPixels[j].location.y + background.allPixels[j].height &&
    background.allPixels[i].location.y + background.allPixels[i].height + drawLineBetweenPixelRange > background.allPixels[j].location.y)


    It comes down to running this for the x and y coordinates:



    var result = (x - a < y + b) && (x + b + a > y)


    Can this be simplified?



    I whas hoping if the check itself could be shortened by taking stuff out that might counter eachother.










    share|improve this question


























      up vote
      0
      down vote

      favorite









      up vote
      0
      down vote

      favorite











      I am working on a background project that is a little interactive. Now I am using some collision detection to draw some lines and stuff.



      The code I have works great but it is very bulky and hard to read.



      if (background.allPixels[i].location.x - drawLineBetweenPixelRange < background.allPixels[j].location.x + background.allPixels[j].width &&
      background.allPixels[i].location.x + background.allPixels[i].width + drawLineBetweenPixelRange > background.allPixels[j].location.x &&
      background.allPixels[i].location.y - drawLineBetweenPixelRange < background.allPixels[j].location.y + background.allPixels[j].height &&
      background.allPixels[i].location.y + background.allPixels[i].height + drawLineBetweenPixelRange > background.allPixels[j].location.y)


      It comes down to running this for the x and y coordinates:



      var result = (x - a < y + b) && (x + b + a > y)


      Can this be simplified?



      I whas hoping if the check itself could be shortened by taking stuff out that might counter eachother.










      share|improve this question















      I am working on a background project that is a little interactive. Now I am using some collision detection to draw some lines and stuff.



      The code I have works great but it is very bulky and hard to read.



      if (background.allPixels[i].location.x - drawLineBetweenPixelRange < background.allPixels[j].location.x + background.allPixels[j].width &&
      background.allPixels[i].location.x + background.allPixels[i].width + drawLineBetweenPixelRange > background.allPixels[j].location.x &&
      background.allPixels[i].location.y - drawLineBetweenPixelRange < background.allPixels[j].location.y + background.allPixels[j].height &&
      background.allPixels[i].location.y + background.allPixels[i].height + drawLineBetweenPixelRange > background.allPixels[j].location.y)


      It comes down to running this for the x and y coordinates:



      var result = (x - a < y + b) && (x + b + a > y)


      Can this be simplified?



      I whas hoping if the check itself could be shortened by taking stuff out that might counter eachother.







      javascript collision






      share|improve this question















      share|improve this question













      share|improve this question




      share|improve this question








      edited Dec 11 at 17:41









      200_success

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      128k15149412










      asked Nov 10 at 1:36









      JanWillem Huising

      312




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          first accessing those properties all over again are really confusing



          let bgI = background.allPixels[i]
          let locI = bgI.location
          let line = drawLineBetweenPixelRange
          let bgJ = background.allPixels[j]
          let locJ = bgJ.location


          if (locI.x - line < locJ.x + bgJ.width &&
          locI.x + bgI.width + line > locJ.x &&
          locI.y - line < locJ.y + bgJ.height &&
          so on and so on...


          second redefining all those variables all over again really hurts efficiency



          function detectCollision(background, line) {
          let bgI = background.allPixels[i]
          let bgJ = background.allPixels[j]
          let locI = bgI.location
          let locJ = bgJ.location

          if (locI.x - line < locJ.x + bgJ.width &&
          locI.x + bgI.width + line > locJ.x &&
          locI.y - line < locJ.y + bgJ.height &&
          so on and so on....
          }

          detectCollision(background, drawLineBetweenPixelRange)


          hope it helps






          share|improve this answer























          • Welcome to Code Review. Please go into more detail how it "hurts efficiency". Also note that your function uses global variables i and j and therefore will be a a nightmare to debug.
            – Zeta
            Nov 10 at 8:21










          • Inefficient because: t gives space for human error, is not DRY, responsibilty of methods are not well separated. i and j could be anythig, global var, index of iteration, etc. So I'll leave the real implementation of i and j to OP.
            – Nikko Khresna
            Nov 10 at 11:20










          • Thanks for the feedback. Since this code does not run again on any other place i hadn't thought about putting it in its own function. I will think about applying this but is not the answer i am looking for. I whas hoping if the check itself could be shortened by taking stuff out that might counter eachother.
            – JanWillem Huising
            Nov 10 at 14:29










          • @NikkoKhresna Additional information should be put into your post. Please edit accordingly. Comments may get deleted when they aren't needed anymore and don't have a history, whereas posts do.
            – Zeta
            Nov 11 at 12:24











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          1 Answer
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          up vote
          0
          down vote













          first accessing those properties all over again are really confusing



          let bgI = background.allPixels[i]
          let locI = bgI.location
          let line = drawLineBetweenPixelRange
          let bgJ = background.allPixels[j]
          let locJ = bgJ.location


          if (locI.x - line < locJ.x + bgJ.width &&
          locI.x + bgI.width + line > locJ.x &&
          locI.y - line < locJ.y + bgJ.height &&
          so on and so on...


          second redefining all those variables all over again really hurts efficiency



          function detectCollision(background, line) {
          let bgI = background.allPixels[i]
          let bgJ = background.allPixels[j]
          let locI = bgI.location
          let locJ = bgJ.location

          if (locI.x - line < locJ.x + bgJ.width &&
          locI.x + bgI.width + line > locJ.x &&
          locI.y - line < locJ.y + bgJ.height &&
          so on and so on....
          }

          detectCollision(background, drawLineBetweenPixelRange)


          hope it helps






          share|improve this answer























          • Welcome to Code Review. Please go into more detail how it "hurts efficiency". Also note that your function uses global variables i and j and therefore will be a a nightmare to debug.
            – Zeta
            Nov 10 at 8:21










          • Inefficient because: t gives space for human error, is not DRY, responsibilty of methods are not well separated. i and j could be anythig, global var, index of iteration, etc. So I'll leave the real implementation of i and j to OP.
            – Nikko Khresna
            Nov 10 at 11:20










          • Thanks for the feedback. Since this code does not run again on any other place i hadn't thought about putting it in its own function. I will think about applying this but is not the answer i am looking for. I whas hoping if the check itself could be shortened by taking stuff out that might counter eachother.
            – JanWillem Huising
            Nov 10 at 14:29










          • @NikkoKhresna Additional information should be put into your post. Please edit accordingly. Comments may get deleted when they aren't needed anymore and don't have a history, whereas posts do.
            – Zeta
            Nov 11 at 12:24















          up vote
          0
          down vote













          first accessing those properties all over again are really confusing



          let bgI = background.allPixels[i]
          let locI = bgI.location
          let line = drawLineBetweenPixelRange
          let bgJ = background.allPixels[j]
          let locJ = bgJ.location


          if (locI.x - line < locJ.x + bgJ.width &&
          locI.x + bgI.width + line > locJ.x &&
          locI.y - line < locJ.y + bgJ.height &&
          so on and so on...


          second redefining all those variables all over again really hurts efficiency



          function detectCollision(background, line) {
          let bgI = background.allPixels[i]
          let bgJ = background.allPixels[j]
          let locI = bgI.location
          let locJ = bgJ.location

          if (locI.x - line < locJ.x + bgJ.width &&
          locI.x + bgI.width + line > locJ.x &&
          locI.y - line < locJ.y + bgJ.height &&
          so on and so on....
          }

          detectCollision(background, drawLineBetweenPixelRange)


          hope it helps






          share|improve this answer























          • Welcome to Code Review. Please go into more detail how it "hurts efficiency". Also note that your function uses global variables i and j and therefore will be a a nightmare to debug.
            – Zeta
            Nov 10 at 8:21










          • Inefficient because: t gives space for human error, is not DRY, responsibilty of methods are not well separated. i and j could be anythig, global var, index of iteration, etc. So I'll leave the real implementation of i and j to OP.
            – Nikko Khresna
            Nov 10 at 11:20










          • Thanks for the feedback. Since this code does not run again on any other place i hadn't thought about putting it in its own function. I will think about applying this but is not the answer i am looking for. I whas hoping if the check itself could be shortened by taking stuff out that might counter eachother.
            – JanWillem Huising
            Nov 10 at 14:29










          • @NikkoKhresna Additional information should be put into your post. Please edit accordingly. Comments may get deleted when they aren't needed anymore and don't have a history, whereas posts do.
            – Zeta
            Nov 11 at 12:24













          up vote
          0
          down vote










          up vote
          0
          down vote









          first accessing those properties all over again are really confusing



          let bgI = background.allPixels[i]
          let locI = bgI.location
          let line = drawLineBetweenPixelRange
          let bgJ = background.allPixels[j]
          let locJ = bgJ.location


          if (locI.x - line < locJ.x + bgJ.width &&
          locI.x + bgI.width + line > locJ.x &&
          locI.y - line < locJ.y + bgJ.height &&
          so on and so on...


          second redefining all those variables all over again really hurts efficiency



          function detectCollision(background, line) {
          let bgI = background.allPixels[i]
          let bgJ = background.allPixels[j]
          let locI = bgI.location
          let locJ = bgJ.location

          if (locI.x - line < locJ.x + bgJ.width &&
          locI.x + bgI.width + line > locJ.x &&
          locI.y - line < locJ.y + bgJ.height &&
          so on and so on....
          }

          detectCollision(background, drawLineBetweenPixelRange)


          hope it helps






          share|improve this answer














          first accessing those properties all over again are really confusing



          let bgI = background.allPixels[i]
          let locI = bgI.location
          let line = drawLineBetweenPixelRange
          let bgJ = background.allPixels[j]
          let locJ = bgJ.location


          if (locI.x - line < locJ.x + bgJ.width &&
          locI.x + bgI.width + line > locJ.x &&
          locI.y - line < locJ.y + bgJ.height &&
          so on and so on...


          second redefining all those variables all over again really hurts efficiency



          function detectCollision(background, line) {
          let bgI = background.allPixels[i]
          let bgJ = background.allPixels[j]
          let locI = bgI.location
          let locJ = bgJ.location

          if (locI.x - line < locJ.x + bgJ.width &&
          locI.x + bgI.width + line > locJ.x &&
          locI.y - line < locJ.y + bgJ.height &&
          so on and so on....
          }

          detectCollision(background, drawLineBetweenPixelRange)


          hope it helps







          share|improve this answer














          share|improve this answer



          share|improve this answer








          edited Nov 10 at 6:19

























          answered Nov 10 at 6:10









          Nikko Khresna

          1012




          1012












          • Welcome to Code Review. Please go into more detail how it "hurts efficiency". Also note that your function uses global variables i and j and therefore will be a a nightmare to debug.
            – Zeta
            Nov 10 at 8:21










          • Inefficient because: t gives space for human error, is not DRY, responsibilty of methods are not well separated. i and j could be anythig, global var, index of iteration, etc. So I'll leave the real implementation of i and j to OP.
            – Nikko Khresna
            Nov 10 at 11:20










          • Thanks for the feedback. Since this code does not run again on any other place i hadn't thought about putting it in its own function. I will think about applying this but is not the answer i am looking for. I whas hoping if the check itself could be shortened by taking stuff out that might counter eachother.
            – JanWillem Huising
            Nov 10 at 14:29










          • @NikkoKhresna Additional information should be put into your post. Please edit accordingly. Comments may get deleted when they aren't needed anymore and don't have a history, whereas posts do.
            – Zeta
            Nov 11 at 12:24


















          • Welcome to Code Review. Please go into more detail how it "hurts efficiency". Also note that your function uses global variables i and j and therefore will be a a nightmare to debug.
            – Zeta
            Nov 10 at 8:21










          • Inefficient because: t gives space for human error, is not DRY, responsibilty of methods are not well separated. i and j could be anythig, global var, index of iteration, etc. So I'll leave the real implementation of i and j to OP.
            – Nikko Khresna
            Nov 10 at 11:20










          • Thanks for the feedback. Since this code does not run again on any other place i hadn't thought about putting it in its own function. I will think about applying this but is not the answer i am looking for. I whas hoping if the check itself could be shortened by taking stuff out that might counter eachother.
            – JanWillem Huising
            Nov 10 at 14:29










          • @NikkoKhresna Additional information should be put into your post. Please edit accordingly. Comments may get deleted when they aren't needed anymore and don't have a history, whereas posts do.
            – Zeta
            Nov 11 at 12:24
















          Welcome to Code Review. Please go into more detail how it "hurts efficiency". Also note that your function uses global variables i and j and therefore will be a a nightmare to debug.
          – Zeta
          Nov 10 at 8:21




          Welcome to Code Review. Please go into more detail how it "hurts efficiency". Also note that your function uses global variables i and j and therefore will be a a nightmare to debug.
          – Zeta
          Nov 10 at 8:21












          Inefficient because: t gives space for human error, is not DRY, responsibilty of methods are not well separated. i and j could be anythig, global var, index of iteration, etc. So I'll leave the real implementation of i and j to OP.
          – Nikko Khresna
          Nov 10 at 11:20




          Inefficient because: t gives space for human error, is not DRY, responsibilty of methods are not well separated. i and j could be anythig, global var, index of iteration, etc. So I'll leave the real implementation of i and j to OP.
          – Nikko Khresna
          Nov 10 at 11:20












          Thanks for the feedback. Since this code does not run again on any other place i hadn't thought about putting it in its own function. I will think about applying this but is not the answer i am looking for. I whas hoping if the check itself could be shortened by taking stuff out that might counter eachother.
          – JanWillem Huising
          Nov 10 at 14:29




          Thanks for the feedback. Since this code does not run again on any other place i hadn't thought about putting it in its own function. I will think about applying this but is not the answer i am looking for. I whas hoping if the check itself could be shortened by taking stuff out that might counter eachother.
          – JanWillem Huising
          Nov 10 at 14:29












          @NikkoKhresna Additional information should be put into your post. Please edit accordingly. Comments may get deleted when they aren't needed anymore and don't have a history, whereas posts do.
          – Zeta
          Nov 11 at 12:24




          @NikkoKhresna Additional information should be put into your post. Please edit accordingly. Comments may get deleted when they aren't needed anymore and don't have a history, whereas posts do.
          – Zeta
          Nov 11 at 12:24


















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