这是乒乓球。
我可以将球和前桨的碰撞发射但不是球和球的顶部,但这个代码似乎是正确的。此代码位于球对象内。球是具有正确宽度和高度属性的正方形图像。
// Paddle collision detection
// Hits front of paddle
if ((this.x) == (playerPaddle.x + playerPaddle.width) && (this.y > playerPaddle.y) && this.y < (playerPaddle.y + playerPaddle.height)) {
console.log("front connect");
this.vx = -this.vx;
}
// Hits top of paddle
if ((this.x + this.width) >= playerPaddle.x && this.x <= (playerPaddle.x + playerPaddle.width) && (this.y + this.height) == playerPaddle.y) {
console.log("top connect");
this.vy = -this.vy;
}
如果我将&& (this.y + this.height) == playerPaddle.y)
更改为&& (this.y + this.height) > playerPaddle.y)
,则会触发,但显然这是错误的,只要球在球拍下方,它就会触发。它似乎是浏览器中的一个错误,因为它看起来对我来说是正确的。我正在使用Chrome,它似乎总是运作良好。
答案 0 :(得分:2)
由于2d球是圆形的,因此您需要使用trig函数来正确确定与边缘的连接。我建议您首先通过“快速检查”检查一般区域,以防止减慢您的应用。
// Paddle Collision Detection
// Start by a global check to see if the ball is behind the paddle's face
if (this.x <= playerPaddle.x + playerPaddle.width) {
// Get the ball's radius
var rad = this.width/2;
// Give yourself a 3px 'padding' area into the front of the paddle
// For the detection fo collisions to prevent collision issues caused
// By a ball moving > 1px in a given frame. You may want to adjust this number
var padding = 3;
// Detect if ball hits front of paddle
// y collision should be from 1/2 the ball width above the paddle's edge
// to 1/2 the ball width below the paddle's edge
if (this.x + padding >= playerPaddle.x + playerPaddle.width
&& this.y - rad >= playerPaddle.y
&& this.y + rad <= playerPaddle.y + playerPaddle.height) {
console.log("front connect");
this.vx = -this.vx;
// Next, do a "quick check" to see if the ball is in the correct
// general area for an edge collision prior to doing expensive trig math
} else if (this.y - this.height >= playerPaddle.y
&& this.y <= playerPaddle.y
&& this.x - rad >= playerPaddle.x) {
// Get the position of the center of the ball
var x = this.x + rad;
var y = this.y + rad;
// Get the position of the corner of the paddle
var px = playerPaddle.x + playerPaddle.width;
var py = playerPaddle.y;
if (this.y + this.height > playerPaddle.y) {
// if the ball is below the top edge, use the bottom corner
// of the paddle - else use the top corner of the paddle
py += playerPaddle.height;
}
// Do some trig to determine if the ball surface touched the paddle edge
// Calc the distance (C = sqrt(A^2 + B^2))
var dist = Math.pow(Math.pow(x - px, 2) + Math.pow(y - py, 2), 0.5);
// Check if the distance is within the padding zone
if (dist <= rad && dist >= rad - padding) {
// Get the angle of contact as Arc-sin of dx/dy
var angle = Math.asin(x - px / y - py);
// Adjust the velocity accordingly
this.vy = (-this.vy * Math.cos(angle)) + (-this.vx * Math.sin(angle));
this.vx = (-this.vx * Math.cos(angle)) + (-this.vy * Math.sin(angle));
}
}
}