[英]Collision Detection using javascript
我是日本的一名高中生,試圖學習編程。 我最近觀看了此視頻https://vimeo.com/105955605 ,並決定我可以使用開始部分開始使用javascript構建pong。
我是編程和/或javascript的完全新手,而且還有很長的路要走。
我進入了碰撞檢測部分,但似乎語法不正確,因為事情停止了加載,或者球掉了屏幕。
視頻中的女士只要碰到物體就刪除它們,但是我希望球朝相反的方向移動。 在這一點上,我還沒有考慮過根據槳的截面或槳的速度來改變球的速度。
這是我的HTML
<html>
<head>
<meta charset="UTF-8">
<title>Pong</title>
<link type="text/css" rel="stylesheet" href="css/stylesheet.css">
</head>
<body>
<h1>Pong</h1><br/>
<input type="button" id="start" value="Click To Begin"/> <br/>
<canvas id="screen" width="310" height="210"></canvas>
<script src="js/pong.js"></script>
</body>
</html>
這是我的js代碼。
(function(){ // It was there all along, just not formated correctly for the code block thingie on SO
//Main game function
//tells objects in bodies array to update.
//stores gameSize pulled from canvasId
var Game = function(canvasId){
var canvas = document.getElementById(canvasId);
var screen = canvas.getContext('2d');
var gameSize = {x: canvas.width, y: canvas.height};
var self = this;
//bodies array
this.bodies = [new Player1(this, gameSize), new Player2(this, gameSize),new Ball(self, gameSize)];
//update function
var tick = function(){
self.update();
self.draw(screen,gameSize);
requestAnimationFrame(tick);
};
tick();
};
//constructor for game() function. tells bodies to update, and draw
Game.prototype = {
update: function(){
// new collision(this.bodies[2],this.bodies[1]);
// new collision(this.bodies[2],this.bodies[0]);
for(var i =0 ; i < this.bodies.length; i++){
this.bodies[i].update();
}
},
draw:function(screen,gameSize){
screen.clearRect(0,0,gameSize.x,gameSize.y);
for(var i =0 ; i < this.bodies.length; i++){
drawRect(screen, this.bodies[i]);
}
}
};
//P1 object, declares size and start position of P1
var Player1= function(game, gameSize){
this.size = {x:30,y:gameSize.y / 3};
this.game = game;
this.gameSize = gameSize;
this.center = {x: 0, y:gameSize.y/2};
this.keyboarder = new Keyboarder();
requestAnimationFrame(this.update);
};
//constructor for P1, updates position based on keyboard input
Player1.prototype = {
update:function(){
if (this.keyboarder.isDown(this.keyboarder.KEYS.S) && this.center.y < (5*this.gameSize.y / 6)){
this.center.y += 4;
}else if(this.keyboarder.isDown(this.keyboarder.KEYS.W) && this.center.y > this.size.y /2 ){
this.center.y -= 4;
}
}
};
//P2, same as P1 aside from position
var Player2= function(game, gameSize){
this.size = {x:30,y:gameSize.y / 3};
this.game = game;
this.gameSize = gameSize;
this.center = {x: gameSize.x, y:gameSize.y/2};
this.keyboarder = new Keyboarder();
requestAnimationFrame(this.update);
};
//constructor for P2, same as P1
Player2.prototype = {
update:function(){
if (this.keyboarder.isDown(this.keyboarder.KEYS.DOWN) && this.center.y < (5*this.gameSize.y / 6)){
this.center.y += 4;
}else if(this.keyboarder.isDown(this.keyboarder.KEYS.UP) && this.center.y > this.size.y /2 ){
this.center.y -= 4;
}
}
};
//Ball function, gives ball random velocity, tells it to start at the center.
var Ball = function(game , gameSize){
var plusOrMinus = Math.random() < 0.5 ? -1 : 1;
var rand = Math.random();
this.velocity = {x: plusOrMinus * (3 + Math.random()) * rand , y: plusOrMinus * (1 + Math.random()) * rand };
this.size = {x : 15, y : 15 };
this.center = {x: gameSize.x /2 , y: gameSize.y /2};
this.gameSize = gameSize;
};
//Ball constructor, tells ball to bounce and add velocity.
Ball.prototype = {
update: function () {
if(this.center.x < 0 || this.center.x > this.gameSize.x) {
this.velocity.x = -this.velocity.x + (-this.velocity.x * 0.1);
};
this.center.x += this.velocity.x;
if(this.center.y < 0 || this.center.y > this.gameSize.y) {
this.velocity.y = -this.velocity.y + (-this.velocity.y * 0.1);
};
this.center.y += this.velocity.y;
requestAnimationFrame(this.update);
}
};
//Draw function, draws object
var drawRect = function(screen, body){
screen.fillRect(body.center.x - body.size.x /2,
body.center.y - body.size.y /2, body.size.x,body.size.y);
};
//Keyboard input function
//reads if keys are being pressed and takes the event code
//isDown() returns boolean of key down = true, key up = false
var Keyboarder = function(
){
var keyState = {};
window.addEventListener('keydown' , function(e){
keyState[e.keyCode] = true;
});
window.addEventListener('keyup' , function(e){
keyState[e.keyCode] = false;
});
this.KEYS = {DOWN: 40, UP:38,W:87 , S: 83};
this.isDown = function(keyCode){
return keyState[keyCode] === true;
};
};
/* var collision = function (b1, b2) {
if(
b1 === b2 ||
b1.center.x + this.size.x /2 < b2.center.x + b2.size.x /2 ||
b1.center.y + this.size.y /2 < b2.center.y + b2.size.y /2 ||
b1.center.x - this.size.x /2 > b2.center.x - b2.size.x /2 ||
b1.center.y - this.size.y /2 > b2.center.y - b2.size.y /2
){
}else{
b1.velocity.x = -b1.velocity.x + (-b1.velocity.x * 0.1);
};
};
*/
//calls game() function when button is pressed
var start = document.getElementById('start');
start.addEventListener('click' , function(e){
new Game('screen');
});
})();
我已注釋掉視頻中女士使用的碰撞功能,因為我不太確定如何使用它來滿足我的需求。 如果有人能指出我的思考方向,將不勝感激。
這很簡單。
在某些時候(通常當對象的位置發生變化時),您需要檢查碰撞。 為此,您可以利用給定的功能。
var collision = function (ball, paddle) {
if(
((ball.center.y + (ball.size.y / 2)) < (paddle.center.y - (paddle.size.y / 2))) || //ball is under paddle
((ball.center.y - (ball.size.y / 2)) > (paddle.center.y + (paddle.size.y / 2))) || //ball is over paddle
((ball.center.x + (ball.size.x / 2)) < (paddle.center.x - (paddle.size.x / 2))) || //ball is left from the paddle
((ball.center.x - (ball.size.x / 2)) > (paddle.center.x + (paddle.size.x / 2))) //ball is right from the paddle
){
//no collision
}else{
alert("collision");
ball.velocity.x = -ball.velocity.x + (-ball.velocity.x * 0.1);
}
};
一些技巧:
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