I am trying to make two images collide (one is a cannonball called figBola and the other a ballon called figSprite), the problem I have is that I always get a value of 0 in both ax, ay and bx, by when using alert(); in my colliding function when I am supposed to get the position of both images in that moment which equal x and y. Both of my images width and height are returned correctly. This is what I have tried so far (the colision code is at the bottom):
function iniciar(){
elemento = document.getElementById("area");
lienzo = elemento.getContext("2d");
figSprite = new Image();
figSprite.src = "ballon.png";
figBola = new Image();
figBola.src = "bola.png";
figCanon = new Image();
figCanon.src = "cañon.png";
//mostrar imagen en canvas
dibujar_sprite(450,20);
dibujar_bolita(50,20);
dibujar_canon(0,20);
incremento=true;
xcanon = 0;
ycanon = 20;
inccanon = 0;
inccanon1 = 2;
//variables de posicion
xs = 450;
ys = 20;
incy = 3;
intervalo = 25; //miliseg, num veces = 1000/25 = 40
//definicion del intervalo
repeticion=undefined;
xbolita = -50;
ybolita = -20;
incx=3;
disparar=true;
window.addEventListener("keypress", mover, false);
}
function animacion(){
lienzo.clearRect(0, 0, 500, 500);
if(incremento===true && ys < 430)
{
ys+=incy;
dibujar_sprite(xs, ys);
if(ys+incy > 430)
incremento = false;
}
if(incremento===false && ys > 20)
{
ys-=incy;
dibujar_sprite(xs, ys);
if(ys-incy <= 20)
incremento = true;
}
ycanon+= inccanon;
if(ycanon < 20 || ycanon > 450)
{
inccanon=0;
}
xbolita+= incx;
dibujar_bolita(xbolita, ybolita);
dibujar_canon(xcanon, ycanon);
collision(figSprite, figBola);
}
function btnStart_click(){
repeticion = setInterval(animacion, intervalo);
document.getElementById("stop").disabled = false;
document.getElementById("start").disabled = true;
}
function btnStop_click(){
clearInterval(repeticion);
document.getElementById("stop").disabled = true;
document.getElementById("start").disabled = false;
}
function btnUp_click(){
inccanon = -2;
}
function btnDown_click(){
inccanon = +2;
}
function btnShoot_click(){
xbolita = 20;
ybolita = ycanon;
}
//draw images
function dibujar_sprite(x,y){
lienzo.drawImage(figSprite, x, y);
}
function dibujar_bolita(x,y){
lienzo.drawImage(figBola, x, y);
}
function dibujar_canon(x,y){
lienzo.drawImage(figCanon, x, y);
}
function mover(e){
valor = e.keyCode;
if(valor === 38)
ycanon -= inccanon1;
if(valor === 40)
ycanon += inccanon1;
inccanon=0;
}
collision code where i am passing images as varibles:
function collision(a, b){
if(a.x < b.x + b.width && a.x + a.width > b.x && a.y < b.y + b.height && a.y + a.height > b.y)
{
alert(a.x);
alert(a.y);
alert(b.x);
alert(b.y);
}
}
OK, here's your problem: an Image
object doesn't have x
and y
properties, but it does have width
and height
. Thus, when you try to access the x
and y
properties in your collision
function, they come up as undefined
.
It looks like you have the coordinates of each object stored in variables already ( xcanon
, ycanon
, etc.), so those can be used as additional arguments in your collision
function, however, this may not be your best bet. You could also define x
and y
properties of each Image
object, however, I think a bit of refactoring is your best bet here. Try creating a custom JavaScript object for each item you're working with:
function GameItem (image, x, y, width, height) {
this.image = image;
this.x = x;
this.y = y;
this.width = width;
this.height = height;
}
var spriteImage = new Image();
spriteImage.src = "ballon.png";
sprite = new GameItem(spriteImage, 450, 20, spriteImage.width, spriteImage.height);
// etc.
// collision method now works between two of these objects:
collision(sprite, bola);
If you use this code, be sure to update your draw-- er... dibujar methods. :)
PS: Sorry, but my Spanish-JavaScript reading skills aren't in their prime.
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