2d html5 canvas碰撞,howto [英] 2d html5 canvas collision, howto

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本文介绍了2d html5 canvas碰撞,howto的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

正如标题所示,我有麻烦对象碰撞...
我目前正在使用JavaScript的2d Html5画布游戏。我知道如何保持播放器对象不在游戏画布的宽度/高度之外,我知道如何做的东西,当玩家碰到一个对象(例如上电或敌人或任何),但我只是不知道如何创建一个固体对象的意义,当玩家击中固体对象,玩家只是停止,不能通过实体对象。



是我现在的(不是所有的代码只是我觉得是相关的,对不起,如果太多/太少:

  var canvasPlayer = document.getElementById('canvasPlayer'); 
var ctxPlayer = canvasPlayer.getContext('2d');
var canvasWalls = document.getElementById('canvasWalls');
var ctxWalls = canvasWalls.getContext('2d');

function checkKeyDown(e){
var keyID =(e.keyCode)|| e.which;
if === 38 || keyID === 87){//向上箭头或W键
if(!player1.isDownKey&&!player1.isLeftKey&&!player1.isRightKey){
player1.isUpKey = true;
e.preventDefault();
}}
if(keyID === 39 || keyID === 68){// right arrow或D key
if(!player1.isDownKey&&!player1。 isLeftKey&&!player1.isUpKey){
player1.isRightKey = true;
e.preventDefault();
}}
if(keyID === 40 || keyID === 83){//下箭头或S键
if(!player1.isUpKey&&!player1。 isLeftKey&&!player1.isRightKey){
player1.isDownKey = true;
e.preventDefault();
}}
if(keyID === 37 || keyID === 65){// left arrow OR A key
if(!player1.isDownKey&&!player1。 isUpKey&&!player1.isRightKey){
player1.isLeftKey = true;
e.preventDefault();
}
}
}

Walls.prototype.draw = function(){
ctxWalls.drawImage(imgSprite,this.srcX,this.srcY ,this.width,this.height,this.drawX,this.drawY,this.width,this.height);
this.checkHitPlayer();
};
Walls.prototype.checkHitPlayer = function(){
if(this.drawX> player1.drawX&&
this.drawX< = player1.drawX + player1.width& ;&
this.drawY> = player1.drawY&&
this.drawY< player1.drawY + player1.height){
player1.isUpKey = false;
player1.isDownKey = false;
player1.isRightKey = false;
player1.isLeftKey = false;
}
};

这个可以工作...除非试图向上或向左移动, 3像素,所以它需要3左或上箭头向左或向上。同样,玩家可以直接穿过墙壁,这不是我想要的。任何帮助是非常感谢对不起,如果我包括太多或没有足够的代码。哦,我也忘了提到游戏是一个益智游戏,我有它的设置,所以一个球员只能移动一个方向,直到撞墙。

解决方案

如果你只是想让你的播放器停在墙上,你可以应用一些数学:



假设您的播放器是一个10px x 10px的矩形,右侧墙的X位置为200.



矩形右侧的X位置如下计算:

  var playerRightSide = player.x + player.width; 

您可以测试播放器是否已经到达这个墙:

  if(playerRightSide> = 200)

如果用户尝试将他们的玩家推到墙外,您可以使用玩家X位置将玩家保持在墙的左侧。

  if(playerRightSide> = 200){player.x = 190; } 

190是墙的X位置(200)减去玩家的宽度p>

如果您有兴趣进行更高级的碰撞测试,请进一步阅读。



可分为3种类型:




  • 圆与圆碰撞

  • 矩形与矩形碰撞

  • 矩形与圆形碰撞



下面是如何检测这些常见碰撞。



假设你定义一个这样的圆:

  var circle1 = {
x:30,
y:30,
r:10
};

假设你像这样定义一个矩形:

  var rect1 = {
x:20,
y:100,
w:20,
h:20
}

您可以检测这样的Circle与Circle碰撞...



>



...使用此圆与圆碰撞测试代码:

  //如果两个圆碰撞,返回true 
// c1和c2是如上定义的圆形

函数CirclesColliding(c1,c2){
var dx = c2.x-c1.x;
var dy = c2.y-c1.y;
var rSum = c1.r + c2.r;
return(dx * dx + dy * dy <= rSum * rSum);
}

你可以像这样检测Rectangle和Rectangle碰撞...





...使用此Rectangle与Rectangle碰撞测试代码:

 矩形正在碰撞
// r1和r2是如上定义的矩形

函数RectsColliding(r1,r2){
return!(r1.x> r2.x + r2。 w || r1.x + r1.w r2.y + r2.h || r1.y + r1.h }

您可以像这样检测矩形与圆形碰撞...





...使用此Rectangle与Circle碰撞测试代码:

 和圆是碰撞
// rect和circle是上面定义的矩形和圆形

函数RectCircleColliding(rect,circle){
var dx = Math.abs(circle .x-(rect.x + rect.w / 2));
var dy = Math.abs(circle.y-(rect.y + rect.y / 2));

if(dx> circle.r + rect.w2){return(false); }
if(dy> circle.r + rect.h2){return(false); }

if(dx <= rect.w){return(true); }
if(dy< = rect.h){return(true); }

var dx = dx-rect.w;
var dy = dy-rect.h
return(dx * dx + dy * dy <= circle.r * circle.r);
}

例如,您可以使用这些碰撞测试来响应玩家触摸power-up cube:

  //创建一个循环播放器对象
//位于[30,30]半径为10px

var player = {x:30,y:30,r:10};


//在位置[200,30]创建矩形上电

var powerup = {x:200,y:30,w:20 ,h:20};


//让我们说用户键盘的播放器来协调[200,35]
//(接通电源)

播放器.x = 220;
player.y = 35;


//你可以测试圆形播放器是否接触矩形开机

if(RectCircleColliding(powerup,player)){

//玩家已经与上电冲突,给予奖励力量!

player.power + = 100;

}

这里是代码和小提琴: http://jsfiddle.net/m1erickson/u6t48/

 <!doctype html> 
< html>
< head>
< link rel =stylesheettype =text / cssmedia =allhref =css / reset.css/> <! - reset css - >
< script type =text / javascriptsrc =http://code.jquery.com/jquery.min.js>< / script>

< style>
body {background-color:ivory; padding:20px; }
canvas {border:1px solid red;}
< / style>

< script>
$(function(){

var canvas = document.getElementById(canvas);
var ctx = canvas.getContext(2d);

window.requestAnimFrame =(function(callback){
return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame ||
function callback){
window.setTimeout(callback,1000/60);
};
})();

ctx.fillStyle =lightgray;
ctx.strokeStyle =skyblue;

//顶碰撞圈vs圈
var circle1 = {x:30,y:30,r:10};
var circle2 = {x:70,y:40,r:10};
var circle3 = {x:100,y:30,r:10};
var direction1 = 1;

//中间碰撞rect vs rect
var rect1 = {x:20,y:100,w:20,h:20};
var rect2 = {x: y:110,w:20,h:20};
var rect3 = {x:90,y:100,w:20,h:20}
var direction2 = 1;

// bottom collision rect vs circle
var circle4 = {x:30,y:200,r:10};
var rect4 = {x:50,y:205,w:20,h:20};
var circle5 = {x:100,y:200,r:10};
var direction3 = 1;


function drawAll(){
ctx.clearRect(0,0,canvas.width,canvas.height);
drawCircle(circle1);
drawCircle(circle2);
drawCircle(circle3);
drawCircle(circle4);
drawCircle(circle5);
drawRect(rect1);
drawRect(rect2);
drawRect(rect3);
drawRect(rect4);
}

function drawCircle(c){
ctx.beginPath();
ctx.arc(c.x,c.y,c.r,0,Math.PI * 2,false);
ctx.closePath();
ctx.fill();
ctx.stroke();
}

function drawRect(r){
ctx.beginPath();
ctx.rect(r.x,r.y,r.w,r.h);
ctx.closePath();
ctx.fill();
ctx.stroke();
}

//如果两个圆圈碰撞则返回true
function CirclesColliding(c1,c2){
var dx = c2.x-c1.x;
var dy = c2.y-c1.y;
var rSum = c1.r + c2.r;
return(dx * dx + dy * dy <= rSum * rSum);
}

//如果2个矩形正在碰撞返回true
function RectsColliding(r1,r2){
return!(r1.x> r2.x + r2.w || r1.x + r1.w r2.y + r2.h || r1.y + r1.h }

//如果矩形和圆形碰撞返回true
function RectCircleColliding(rect,circle){
var dx = Math.abs(circle.x - (rect.x + rect.w / 2));
var dy = Math.abs(circle.y-(rect.y + rect.h / 2));

if(dx> circle.r + rect.w / 2){return(false); }
if(dy> circle.r + rect.h / 2){return(false); }

if(dx <= rect.w){return(true); }
if(dy< = rect.h){return(true); }

var dx = dx-rect.w;
var dy = dy-rect.h
return(dx * dx + dy * dy <= circle.r * circle.r);
}

var fps = 15;
function animate(){
setTimeout(function(){
requestAnimFrame(animate);

// circle vs circle
circle2.x = circle2 .x + direction1;
if(CirclesColliding(circle2,circle1)|| CirclesColliding(circle2,circle3)){
direction1 = -direction1;
}

/ / rect vs rect
rect2.x = rect2.x + direction2;
if(RectsColliding(rect2,rect1)|| RectsColliding(rect2,rect3)){
direction2 = -direction2;
}

// rect vs circle
rect4.x = rect4.x + direction3;
if(RectCircleColliding(rect4,circle4)|| RectCircleColliding(rect4,circle5 )){
direction3 = -direction3;
}

drawAll();

},1000 / fps);
}

animate();

}); // end $(function(){});
< / script>

< / head>

< body>
< canvas id =canvaswidth = 300 height = 300>< / canvas>
< / body>
< / html>


As the title suggests, I am having trouble with object collision... I am currently working on a 2d Html5 canvas game using JavaScript. I know how to keep the "player" object from going outside the width/height of the game canvas, and i know how to do something when the player collides with an object (such as a power up or enemy or whatever) but i just don't know how to make a "solid" object meaning when the player hits the solid object, the player just stops, and cannot go through the solid object.

This is what I have now (not all the code just what I feel is relevant, sorry if it's too much/too little.:

  var canvasPlayer = document.getElementById('canvasPlayer');
var ctxPlayer = canvasPlayer.getContext('2d');
var canvasWalls = document.getElementById('canvasWalls');
var ctxWalls = canvasWalls.getContext('2d');

function checkKeyDown(e) {
        var keyID = (e.keyCode) || e.which;
        if (keyID === 38 || keyID === 87)   { // up arrow OR W key
        if (!player1.isDownKey && !player1.isLeftKey && !player1.isRightKey) {
        player1.isUpKey = true;
        e.preventDefault();
        } }
        if (keyID === 39 || keyID === 68)   { //right arrow OR D key
        if (!player1.isDownKey && !player1.isLeftKey && !player1.isUpKey) {
        player1.isRightKey = true;
        e.preventDefault();
        } }
        if (keyID === 40 || keyID === 83)   {//down arrow OR S key
        if (!player1.isUpKey && !player1.isLeftKey && !player1.isRightKey) {
        player1.isDownKey = true;
        e.preventDefault();
        } }
        if (keyID === 37 || keyID === 65)   {//left arrow OR A key
        if (!player1.isDownKey && !player1.isUpKey && !player1.isRightKey) {
        player1.isLeftKey = true;
        e.preventDefault();
        }
        }
    }

    Walls.prototype.draw = function (){
        ctxWalls.drawImage(imgSprite,this.srcX,this.srcY,this.width,this.height,this.drawX,this.drawY,this.width,this.height);
        this.checkHitPlayer();
        };
    Walls.prototype.checkHitPlayer = function() {
        if (this.drawX > player1.drawX &&
        this.drawX <= player1.drawX + player1.width &&
        this.drawY >= player1.drawY &&
        this.drawY < player1.drawY + player1.height) {
        player1.isUpKey = false;
        player1.isDownKey = false;
        player1.isRightKey = false;
        player1.isLeftKey = false;
            }
    }; 

This works... except when trying to go up or left, the player only moves maybe 2-3 pixels, so it takes 3 left or up arrows to go left or up. As well the player can move straight through the wall which is not what i want. Any help is much appreciated sorry if i included too much or not enough code. Oh, i also forgot to mention the game is a puzzle game, and I have it set-up so a player can only move one direction at a time until hitting a wall.

解决方案

If you just want your player to stop when the reach a wall, you can apply some math:

For example: assume your player is a 10px by 10px rectangle and the right wall's X position is 200.

The X position of the right side of the rectangle is calculated like this:

var playerRightSide = player.x + player.width;

You can test if the player has reached the wall like this:

if( playerRightSide >= 200 )

If the user tries to push their player beyond the wall, you would hold the player to the left of the wall using the players X position.

if( playerRightSide >= 200 ) { player.x = 190; }  

The 190 is the wall's X position (200) minus the player's width (10).

Read further if you're interested in doing more advanced collision testing.

Many basic game collisions can be classified into 3 types:

  • Circle versus Circle collision
  • Rectangle versus Rectangle collision
  • Rectangle versus Circle collision

Here’s an illustration of how to detect each of these common collisions.

Assume you define a circle like this:

var circle1={
    x:30,
    y:30,
    r:10
};

Assume you define a rectangle like this:

var rect1={
    x:20,
    y:100,
    w:20,
    h:20
};

You can detect Circle vs Circle collisions like this...

...Using this Circle vs Circle collision-test code:

    // return true if the 2 circles are colliding
    // c1 and c2 are circles as defined above

    function CirclesColliding(c1,c2){
        var dx=c2.x-c1.x;
        var dy=c2.y-c1.y;
        var rSum=c1.r+c2.r;
        return(dx*dx+dy*dy<=rSum*rSum);
    }

You can detect Rectangle vs Rectangle collisions like this...

...Using this Rectangle vs Rectangle collision-test code:

    // return true if the 2 rectangles are colliding
    // r1 and r2 are rectangles as defined above

    function RectsColliding(r1,r2){
        return !(r1.x>r2.x+r2.w || r1.x+r1.w<r2.x || r1.y>r2.y+r2.h || r1.y+r1.h<r2.y);
    }

You can detect Rectangle vs Circle collisions like this...

...Using this Rectangle vs Circle collision-test code:

    // return true if the rectangle and circle are colliding
    // rect and circle are a rectangle and a circle as defined above

    function RectCircleColliding(rect,circle){
        var dx=Math.abs(circle.x-(rect.x+rect.w/2));
        var dy=Math.abs(circle.y-(rect.y+rect.y/2));

        if( dx > circle.r+rect.w2 ){ return(false); }
        if( dy > circle.r+rect.h2 ){ return(false); }

        if( dx <= rect.w ){ return(true); }
        if( dy <= rect.h ){ return(true); }

        var dx=dx-rect.w;
        var dy=dy-rect.h
        return(dx*dx+dy*dy<=circle.r*circle.r);
    }

For example, you can use these collision tests to respond to a player touching a power-up cube:

    // create a circular player object
    // that's located at [30,30] and has a radius of 10px

    var player={x:30,y:30,r:10};


    // create a rectangular power-up at position [200,30]

    var powerup={x:200, y:30, w:20, h:20};


    // Let's say the user keys the player to coordinate [200,35] 
    // (touching the power-up)

    player.x = 220;
    player.y = 35;


    // you can test if the circular player is touching the rectangular power-up

    if( RectCircleColliding(powerup,player)  ) {

        // the player has collided with the power-up, give bonus power!

        player.power += 100;

    }

Here is code and a Fiddle: http://jsfiddle.net/m1erickson/u6t48/

<!doctype html>
<html>
<head>
<link rel="stylesheet" type="text/css" media="all" href="css/reset.css" /> <!-- reset css -->
<script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>

<style>
    body{ background-color: ivory; padding:20px; }
    canvas{border:1px solid red;}
</style>

<script>
    $(function(){

        var canvas=document.getElementById("canvas");
        var ctx=canvas.getContext("2d");

        window.requestAnimFrame = (function(callback) {
          return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame ||
          function(callback) {
            window.setTimeout(callback, 1000 / 60);
          };
        })();

        ctx.fillStyle="lightgray";
        ctx.strokeStyle="skyblue";

        // top collision circle vs circle
        var circle1={x:30,y:30,r:10};
        var circle2={x:70,y:40,r:10};
        var circle3={x:100,y:30,r:10};
        var direction1=1;

        // middle collision rect vs rect
        var rect1={x:20,y:100,w:20,h:20};
        var rect2={x:50,y:110,w:20,h:20};
        var rect3={x:90,y:100,w:20,h:20};
        var direction2=1;

        // bottom collision rect vs circle
        var circle4={x:30,y:200,r:10};
        var rect4={x:50,y:205,w:20,h:20};
        var circle5={x:100,y:200,r:10};
        var direction3=1;


        function drawAll(){
            ctx.clearRect(0,0,canvas.width,canvas.height);
            drawCircle(circle1);
            drawCircle(circle2);
            drawCircle(circle3);
            drawCircle(circle4);
            drawCircle(circle5);
            drawRect(rect1);
            drawRect(rect2);
            drawRect(rect3);
            drawRect(rect4);
        }

        function drawCircle(c){
            ctx.beginPath();
            ctx.arc(c.x,c.y,c.r,0,Math.PI*2,false);
            ctx.closePath();
            ctx.fill();
            ctx.stroke();
        }

        function drawRect(r){
            ctx.beginPath();
            ctx.rect(r.x,r.y,r.w,r.h);
            ctx.closePath();
            ctx.fill();
            ctx.stroke();
        }

        // return true if the 2 circles are colliding
        function CirclesColliding(c1,c2){
            var dx=c2.x-c1.x;
            var dy=c2.y-c1.y;
            var rSum=c1.r+c2.r;
            return(dx*dx+dy*dy<=rSum*rSum);
        }

        // return true if the 2 rectangles are colliding
        function RectsColliding(r1,r2){
            return !(r1.x>r2.x+r2.w || r1.x+r1.w<r2.x || r1.y>r2.y+r2.h || r1.y+r1.h<r2.y);
        }

        // return true if the rectangle and circle are colliding
        function RectCircleColliding(rect,circle){
            var dx=Math.abs(circle.x-(rect.x+rect.w/2));
            var dy=Math.abs(circle.y-(rect.y+rect.h/2));

            if( dx > circle.r+rect.w/2 ){ return(false); }
            if( dy > circle.r+rect.h/2 ){ return(false); }

            if( dx <= rect.w ){ return(true); }
            if( dy <= rect.h ){ return(true); }

            var dx=dx-rect.w;
            var dy=dy-rect.h
            return(dx*dx+dy*dy<=circle.r*circle.r);
        }

        var fps = 15;
        function animate() {
            setTimeout(function() {
                requestAnimFrame(animate);

                // circle vs circle
                circle2.x = circle2.x+direction1;
                if( CirclesColliding(circle2,circle1) || CirclesColliding(circle2,circle3)  ){ 
                    direction1=-direction1; 
                }

                // rect vs rect
                rect2.x = rect2.x+direction2;
                if( RectsColliding(rect2,rect1) || RectsColliding(rect2,rect3) ){
                    direction2=-direction2;
                }

                // rect vs circle
                rect4.x = rect4.x+direction3;
                if( RectCircleColliding(rect4,circle4) || RectCircleColliding(rect4,circle5) ){
                    direction3=-direction3;
                }

                drawAll();

            }, 1000 / fps);
        }

        animate();

    }); // end $(function(){});
</script>

</head>

<body>
    <canvas id="canvas" width=300 height=300></canvas>
</body>
</html>

这篇关于2d html5 canvas碰撞,howto的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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