我一直在遵循W3schools教程,以在画布https://www.w3schools.com/graphics/game_obstacles.asp中创建JavaScript游戏
我已经到了他们在其中添加障碍物的阶段。目前,它具有碰撞检测功能,当撞到墙壁时会停止游戏。我正在尝试找到一种方法,将其像一面墙一样,盒子可能会撞到墙,不再移动该方向并继续游戏,从而使墙起作用。
我以前曾尝试检测哪个方向撞在墙上并停止该方向的移动,但是当我按住箭头键时,它会在其中移动。
这里是我到目前为止所获得的:https://jsfiddle.net/j9cy1mne/1/
<body onload="startGame()">
<script>
var myGamePiece;
var myObstacle;
var speed = 3;
function startGame() {
myGamePiece = new component(30, 30, "red", 10, 120);
myObstacle = new component(10, 200, "green", 300, 120);
myGameArea.start();
}
var myGameArea = {
canvas: document.createElement("canvas"),
start: function() {
this.canvas.width = 480;
this.canvas.height = 270;
this.context = this.canvas.getContext("2d");
document.body.insertBefore(this.canvas, document.body.childNodes[0]);
this.interval = setInterval(updateGameArea, 20);
},
clear: function() {
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
},
stop: function() {
clearInterval(this.interval);
}
}
function component(width, height, color, x, y) {
this.width = width;
this.height = height;
this.speedX = 0;
this.speedY = 0;
this.x = x;
this.y = y;
this.update = function() {
ctx = myGameArea.context;
ctx.fillStyle = color;
ctx.fillRect(this.x, this.y, this.width, this.height);
}
this.crashWith = function(otherobj) {
var myleft = this.x;
var myright = this.x + (this.width);
var mytop = this.y;
var mybottom = this.y + (this.height);
var otherleft = otherobj.x;
var otherright = otherobj.x + (otherobj.width);
var othertop = otherobj.y;
var otherbottom = otherobj.y + (otherobj.height);
var crash = true;
if ((mybottom < othertop) || (mytop > otherbottom) || (myright < otherleft) || (myleft > otherright)) {
crash = false;
}
return crash;
}
}
function updateGameArea() {
if (myGamePiece.crashWith(myObstacle)) {
console.log("crash");
} else {
myGameArea.clear();
myObstacle.update();
myGamePiece.x += myGamePiece.speedX;
myGamePiece.y += myGamePiece.speedY;
myGamePiece.update();
}
}
document.onkeydown = checkKeyD;
function checkKeyD(e) {
e = e || window.event;
if (e.keyCode == '38') {
// up arrow
myGamePiece.speedY = -speed;
} else if (e.keyCode == '40') {
// down arrow
myGamePiece.speedY = speed;
} else if (e.keyCode == '37') {
// left arrow
myGamePiece.speedX = -speed;
} else if (e.keyCode == '39') {
// right arrow
myGamePiece.speedX = speed;
}
}
document.onkeyup = clearmove;
function clearmove() {
myGamePiece.speedX = 0;
myGamePiece.speedY = 0;
}
</script>
</body>
答案 0 :(得分:2)
问题在这里:
if (myGamePiece.crashWith(myObstacle)) {
console.log("crash");
} else {
在真实的物理引擎中,您可以检测到碰撞,然后解决碰撞。最简单的“解决碰撞”是将零件移回碰撞之前的位置。像这样:
if (myGamePiece.crashWith(myObstacle)) {
resolveCollision(myGamePiece, myObstacle);
} else {
但是要做到这一点,您需要修改物理引擎和运动函数以使用速度矢量。这意味着该函数将设置速度矢量,而不是function checkKeyD(e)
移动片段。然后crashWith()
将确定位置和速度矢量是否要崩溃,并确定碰撞是否会使其崩溃。