碰撞检测Javascript

时间:2016-01-24 17:17:50

标签: javascript canvas collision

我正在做一个类似Pong的游戏,你可以控制两个paddels以保持球的弹跳。
在我到达碰撞点之前,一切都很顺利。

当桨叶没有距离墙壁的空间时,我才能使它工作,但为了更好看,我希望它们和画布边界保持20px的距离。

这是我的代码:

CREATE TABLE foo ( userID INT PRIMARY KEY, trasaction_history BLOB);

由于拨片处于固定的x轴位置,我试图在<!DOCTYPE html> <html> <head> <meta charset="utf-8" /> <title> Pong Game </title> <style> * { padding: 0; margin: 10; } canvas { background:#94ADEE ; display: block; margin: 0 auto; } </style> </head> <body> <canvas id="mainCanvas" width="800" height="600" /> <script> var canvas = document.getElementById("mainCanvas"); var ctx = canvas.getContext("2d"); /* paddle */ var paddleHeight = 100; var paddleWidth = 10; var paddleY = (canvas.height-paddleHeight)/2; /* paddle movement */ var upPressed = false; var downPressed = false; /* ball */ var ballRadius = 15; var xBall = canvas.width/2; var yBall = canvas.height/2; /* ball movement */ var dxBall = 3.5; var dyBall = 3.5; var score = 0; function drawBall (){ ctx.beginPath(); ctx.arc(xBall,yBall, ballRadius, 0,Math.PI*2); ctx.fillStyle = "#2c3347"; ctx.fill(); ctx.closePath(); } function drawPaddleOne(){ ctx.beginPath(); ctx.rect(0, paddleY,paddleWidth,paddleHeight); ctx.fillStyle = "#2c3347" ctx.fill(); ctx.closePath(); } function drawPaddleTwo(){ ctx.beginPath(); ctx.rect(canvas.width-10,paddleY,paddleWidth,paddleHeight); ctx.fillStyle = "#2c3347"; ctx.fill(); ctx.closePath(); } function draw(){ ctx.clearRect(0,0, canvas.width, canvas.height); drawPaddleOne(); drawPaddleTwo(); drawBall(); xBall += dxBall; yBall += dyBall; ctx.font = "20px Cursive"; ctx.textAlign = "center"; ctx.fillText("Score: " + score, canvas.width/2,canvas.height-550); if(xBall + dxBall > canvas.width || xBall + dxBall < ballRadius){ if(yBall > paddleY && yBall < paddleY + paddleHeight){ dxBall = -dxBall; score++; if(dxBall < 0 ){ dxBall = dxBall - 0.5; } else { dxBall = dxBall + 0.5; } if(dyBall < 0 ){ dyBall = dyBall - 0.5; } else { dyBall = dyBall + 0.5; } } else{ alert("GAME OVER! "); document.location.reload(); } } if(yBall + dyBall > canvas.height || yBall + dyBall < ballRadius){ dyBall = -dyBall; } if(upPressed && paddleY > 0){ paddleY = paddleY - 5; } if(downPressed && paddleY < canvas.height-paddleHeight){ paddleY = paddleY + 5; } } document.addEventListener("keydown", keyDownHandlerOne, false); document.addEventListener("keyup", keyUpHandlerOne, false); function keyDownHandlerOne (x){ if(x.keyCode == 38){ upPressed = true; } else if(x.keyCode == 40){ downPressed = true; } } function keyUpHandlerOne (x){ if(x.keyCode == 38){ upPressed = false; } else if(x.keyCode == 40){ downPressed = false; } } setInterval(draw, 10); </script> </body> </html> 的帮助下检查碰撞。 像canvas.width这样的东西(右边桨的例子)。 这是一种可行的方法吗?

1 个答案:

答案 0 :(得分:0)

jsFiddle:https://jsfiddle.net/14cbyr5n/

我创建了一个简单的数学类,可以用来检查一个点或一个矩形是否与一个矩形(Rectangle)碰撞。

这是数学课

// Maths
function Mathematics()
{

}

Mathematics.prototype.PointInRect = function(pnt_x, pnt_y, rect_x, rect_y, rect_w, rect_h)
{
    if ( (pnt_x >= rect_x) && (pnt_x <= rect_x + rect_w - 1) )
    {
        if ( (pnt_y >= rect_y) && (pnt_y <= rect_y + rect_h - 1) )
        {return true;}
    }
    return false;
}

Mathematics.prototype.RectToRectCollision = function(rect1_x, rect1_y, rect1_w, rect1_h,
                             rect2_x, rect2_y, rect2_w, rect2_h)
{
    // top-left corner
    if ( this.PointInRect(rect1_x, rect1_y, rect2_x, rect2_y, rect2_w, rect2_h) ){return true;}
    // top-right corner
    if ( this.PointInRect(rect1_x + rect1_w - 1, rect1_y, rect2_x, rect2_y, rect2_w, rect2_h) ){return true;}
    // bottom-right corner
    if ( this.PointInRect(rect1_x + rect1_w - 1, rect1_y + rect1_h - 1, rect2_x, rect2_y, rect2_w, rect2_h) ){return true;}
    // bottom-left corner
    if ( this.PointInRect(rect1_x, rect1_y + rect1_h - 1, rect2_x, rect2_y, rect2_w, rect2_h) ){return true;}
    // Check to see if rectangle 2 is hit any part of rectanlge 1
    // top-left corner
    if ( this.PointInRect(rect2_x, rect2_y, rect1_x, rect1_y, rect1_w, rect1_h) ){return true;}
    // top-right corner
    if ( this.PointInRect(rect2_x + rect2_w - 1, rect2_y, rect1_x, rect1_y, rect1_w, rect1_h) ){return true;}
    // bottom-right corner
    if ( this.PointInRect(rect2_x + rect2_w - 1, rect2_y + rect2_h - 1, rect1_x, rect1_y, rect1_w, rect1_h) ){return true;}
    // bottom-left corner
    if ( this.PointInRect(rect2_x, rect2_y + rect2_h - 1, rect1_x, rect1_y, rect1_w, rect1_h) ){return true;}
    // If there is no collision
    return false;
}

var mathematics = new Mathematics();

以下是最后的绘图功能中使用的代码

// Check if ball has hit a paddle
    if(mathematics.RectToRectCollision(
    paddleX, paddleY, paddleWidth,paddleHeight,
    xBall, yBall, ballRadius, ballRadius))
    {
        dxBall = dxBall * -1;
    }

另外说实话,你应该创建一个名为collisionChecking之类的新函数,应该在任何移动之前调用它。但是我提供的代码应该可以帮助你

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