我正在制作一个简单的游戏,如果角色触摸另一个div
的“障碍物”,那么碰到它的角色会在碰撞时减速。
我已经有了这方面的代码,但即使我尝试使用.obstacle1 div
或者我只是遗漏了某些东西,它也仅适用于我的jquery.each
。
以下代码仅适用于.obstacle1
HTML
<div class="field">
<div id="char1" class="characters character1">char1</div>
<div id="char2" class="characters character2">char2</div>
<div id="char3" class="characters character3">char3</div>
<div class="obstacles obstacle1">1</div>
<div class="obstacles obstacle2">2</div>
</div>
CSS
* {
padding: 0;
margin: 0;
}
.field-container {
overflow: scroll;
}
.field {
width: 1550px;
height: 700px;
border: 1px solid red;
position: relative;
}
.characters {
position: absolute;
width: 50px;
height: 50px;
transition: .1s ease-in-out;
}
.character1 {
background-color: blue;
top: 100px;
left: 0;
}
.character2 {
background-color: green;
top: 175px;
left: 0;
}
.character3 {
background-color: red;
top: 250px;
left: 0;
}
.obstacle1 {
height: 50px;
width: 50px;
background-color: lightblue;
position: absolute;
top: 200px;
left: 500px;
}
.obstacle2 {
height: 50px;
width: 50px;
background-color: lightblue;
position: absolute;
top: 120px;
left: 750px;
}
的jQuery
$(document).ready(function(){
intervalCharacters = setInterval(function(){
moveChar();
},100);
function moveChar() {
$(".characters").each(function(){
move($(this));
});
}
/*--------------
OBSTACLES
---------------*/
var obstacle1 = $(".obstacles");
var obstacle1CurrentPosX = obstacle1.offset().left;
var obstacle1CurrentPosY = obstacle1.offset().top;
var obstacle1Height = obstacle1.outerHeight();
var obstacle1Width = obstacle1.outerWidth();
var totalY = obstacle1CurrentPosY + obstacle1Height;
var totalX = obstacle1CurrentPosX + obstacle1Width;
function checkIfCollidesChar(thisChar) {
var thisCharPosX = thisChar.offset().left;
var thisCharPosY = thisChar.offset().top;
var thisCharWidth = thisChar.outerWidth();
var thisCharHeight = thisChar.outerHeight();
var totalCharY = thisCharPosY + thisCharHeight;
var totalCharX = thisCharPosX + thisCharWidth;
if (totalY < thisCharPosY || obstacle1CurrentPosY > totalCharY || totalX < thisCharPosX || obstacle1CurrentPosX > totalCharX) {
return false;
console.log("FALSE");
} else {
return true
console.log("TRUE");
}
}
/* -----
move the characters
---- */
var moveFromLeft = 0;
var maxPosition = 1500;
function move(thisChar) {
var _this = thisChar;
var currentPosition = _this.offset().left;
var charSpeed = Math.floor(Math.random() * (10 - 0 + 1)) + 0;
if(checkIfCollidesChar(_this)) {
if(_this.offset().left > maxPosition) {
moveFromLeft = maxPosition;
}else{
moveFromLeft = currentPosition + (charSpeed*.25);
}
}else{
if(_this.offset().left > maxPosition) {
moveFromLeft = maxPosition;
}else{
moveFromLeft = currentPosition + charSpeed;
}
}
_this.css({
"left" : moveFromLeft,
});
if(moveFromLeft > maxPosition) {
checkIfFinish(_this);
_this.css({
"left" : maxPosition+"px",
});
}
_this.html(moveFromLeft);
}
});
这是我的fiddle。
答案 0 :(得分:1)
我觉得你差不多好。对于你的循环,你可以使用
作为模型 $(".characters").each(function(){
move($(this));
});
在你的情况下,这将给出:
$(".obstacles").each(function(){
var obstacle1 = $(this)
var obstacle1CurrentPosX = obstacle1.offset().left;
var obstacle1CurrentPosY = obstacle1.offset().top;
var obstacle1Height = obstacle1.outerHeight();
var obstacle1Width = obstacle1.outerWidth();
var totalY = obstacle1CurrentPosY + obstacle1Height;
var totalX = obstacle1CurrentPosX + obstacle1Width;
...
});
答案 1 :(得分:1)
这是我建议修复的小提琴: https://jsfiddle.net/40evn8pr/
问题在于,当您直接询问其偏移/宽度/高度时,您将障碍物jquery选择“展平”为单个值。你应该从jquery选择中询问每个元素的偏移是什么,并使用'$ .each'循环来使每个障碍都有效。
$(document).ready(function(){
intervalCharacters = setInterval(function(){
moveChar();
},100);
function moveChar() {
$(".characters").each(function(){
move($(this));
});
}
var position = ["first","second","third"];
var counter = 0;
function checkIfFinish(thisChar) {
var position2 = position[counter];
counter++;
$(".result").append("<br>Position"+position2+ " counter" + counter + " : " + thisChar.attr("id"));
if(counter >= 3) {
clearInterval(interval);
}
}
/*--------------
OBSTACLES
---------------*/
var obstacle1 = $(".obstacles");
function checkIfCollidesChar(thisChar) {
var thisCharPosX = thisChar.offset().left;
var thisCharPosY = thisChar.offset().top;
var thisCharWidth = thisChar.outerWidth();
var thisCharHeight = thisChar.outerHeight();
var totalCharY = thisCharPosY + thisCharHeight;
var totalCharX = thisCharPosX + thisCharWidth;
var isCollision = false;
$.each(obstacle1, function(i, ob) {
var obstacle1CurrentPosX = $(ob).offset().left;
var obstacle1CurrentPosY = $(ob).offset().top;
var obstacle1Height = obstacle1.outerHeight();
var obstacle1Width = obstacle1.outerWidth();
var totalY = obstacle1CurrentPosY + obstacle1Height;
var totalX = obstacle1CurrentPosX + obstacle1Width;
if (!(totalY < thisCharPosY || obstacle1CurrentPosY > totalCharY || totalX < thisCharPosX || obstacle1CurrentPosX > totalCharX)) {
isCollision = true;
}
});
return isCollision;
}
/* -----
move the characters
---- */
var moveFromLeft = 0;
var maxPosition = 1500;
function move(thisChar) {
var _this = thisChar;
var currentPosition = _this.offset().left;
var charSpeed = Math.floor(Math.random() * (10 - 0 + 1)) + 0;
if(checkIfCollidesChar(_this)) {
if(_this.offset().left > maxPosition) {
moveFromLeft = maxPosition;
}else{
moveFromLeft = currentPosition + (charSpeed*.25);
}
}else{
if(_this.offset().left > maxPosition) {
moveFromLeft = maxPosition;
}else{
moveFromLeft = currentPosition + charSpeed;
}
}
_this.css({
"left" : moveFromLeft,
});
if(moveFromLeft > maxPosition) {
checkIfFinish(_this);
_this.css({
"left" : maxPosition+"px",
});
}
_this.html(moveFromLeft);
}
});