在画布中检查迷宫游戏的碰撞

时间:2015-09-04 04:29:11

标签: javascript arrays canvas html5-canvas

我正在尝试用帆布开发一个迷宫游戏。我手动绘制了迷宫,例如

    context.moveTo(100,700);
    context.lineTo(100,600);
    context.lineTo(200,600);
    context.lineTo(200,500);

还有更多。我希望通过这些线移动对象,而不会超出这些边界。

为此,我尝试了以下代码:

function right() {
    context.clearRect(0, 0, canvas.width, canvas.height);

    art();
    myImage11.src = "Point.png";
    x += 20;

    if ((x + 20 < 50)) {
        context.clearRect(0, 0, canvas.width, canvas.height);
        checkcollision();
        if (collision == 1) {
            x -= 20;
            collision = 0;
        }

        context.drawImage(myImage11, x, y, 50, 50);
    }

我的checkcollision函数

function checkcollision() {
    var myImage11 = context.getImageData(x, y, 10, 10);
    var pix = myImage11.data;
    for (var i = 0; n = pix.length, i < n; i += 4) {
        if (pix[i] == 0) {
            collision = 1;
        }
    }
}

但它不起作用。请帮忙解决这个问题!!! 提前致谢

2 个答案:

答案 0 :(得分:0)

很难推断当前场景的确切工作方式,例如仅在x + 20 < 50时检查的碰撞,但问题可能在于获取getImageData的区域:x和y头像的位置&#39;宽度为10(context.getImageData(x, y, 10, 10);)这将检查newavatar位置的左侧是否有碰撞,但不是右侧的移动方向。为此,应检查x + avatarWidth- XMovement和XMovement的宽度。

可能与您当前的设置不完全对应,但制作了一个模仿运动的fiddle。在其中检查整个头像目标位置以便更快地进行设置,但可以根据需要进行优化以使用新的重叠。

var canvas = document.getElementById('canvas');
var context = canvas.getContext('2d');
var x = 100, y = 200;
var imgWidth = 50, imgHeight = 50;

var checkcollision = function(){ //checks collision of the entire 'avatar' rectangle. This can be done more efficiently by only checking the moved to area, but that would require different parameters per direction.
    var data = context.getImageData(x , y, imgWidth, imgHeight).data;
    return data.some(function(p){ return  p != 0;});
} 

function right() {
    context.clearRect(0,0, canvas.width, canvas.height);

    art(); //draw maze
    //myImage11.src = "Point.png";

    var curx= x;
    x+=20;   

    while(checkcollision() && x > curx){ //while collision decrease x (note, this could be more efficient by just checking the new position overlap)
        x--;
    } 

    drawAvatar();
}


function art(){
    context.moveTo(100,400); //decreased y a bit to keep it easier viewable while testing
    context.lineTo(100,300);
    context.lineTo(200,300);
    context.lineTo(200,200);
    context.stroke();
}

function drawAvatar(){
    //context.drawImage(myImage11, x, y, imgWidth, imgHeight);
    context.fillRect(x,y,imgWidth,imgHeight);  
}

art();drawAvatar();

答案 1 :(得分:0)

图像数据确实做了一些奇怪的事情 有时你画的颜色有点偏。 检查y = 98,99,100之间的差异 http://jsfiddle.net/15wsszw4/

公式得到x,y

处像素的RED值
console.log('R:'+imgData.data[y*4*c.width+x*4])