我正在研究JavaScript中的游戏引擎,目前我正在研究碰撞系统。我做了一个算法来解决与玩家检测到的碰撞,但我没有得到预期的行为。这是代码:
if (gameObjects [i].hasComponent ("BoxCollider") == true) {
for (var x = 0; x < gameObjects.length; x++) {
if (gameObjects [x].hasComponent ("BoxCollider") == true && gameObjects [i] != gameObjects [x]) {
if (gameObjects [i].transform.xPos - (gameObjects [i].getComponent ("BoxCollider").width / 2) < gameObjects [x].transform.xPos + (gameObjects [x].getComponent ("BoxCollider").width / 2) && gameObjects [i].transform.xPos + (gameObjects [i].getComponent ("BoxCollider").width / 2) > gameObjects [x].transform.xPos - (gameObjects [x].getComponent ("BoxCollider").width / 2) && gameObjects [i].transform.yPos - (gameObjects [i].getComponent ("BoxCollider").height / 2) < gameObjects [x].transform.yPos + (gameObjects [x].getComponent ("BoxCollider").height / 2) && gameObjects [i].transform.yPos + (gameObjects [i].getComponent ("BoxCollider").height / 2) > gameObjects [x].transform.yPos - (gameObjects [x].getComponent ("BoxCollider").height / 2)) {
//collision
if (gameObjects [i] == player) {
var xPenetration = 0;
var yPenetration = 0;
//i is left of x
if (gameObjects [i].transform.xPos < gameObjects [x].transform.xPos) {
xPenetration = -1 * ((/*i right edge*/gameObjects [i].transform.xPos + gameObjects [i].boxCollider.width / 2) - (/*x left edge*/gameObjects [x].transform.xPos - gameObjects [x].boxCollider.width / 2));
}
//i is right of x
else if (gameObjects [i].transform.xPos > gameObjects [x].transform.xPos) {
xPenetration = ((/*x right edge*/gameObjects [x].transform.xPos + gameObjects [x].boxCollider.width / 2) - (/*i left edge*/gameObjects [i].transform.xPos - gameObjects [i].boxCollider.width / 2));
}
//i is top of x
if (gameObjects [i].transform.yPos < gameObjects [x].transform.yPos) {
yPenetration = -1 * ((/*i bottom edge*/gameObjects [i].transform.yPos + gameObjects [i].boxCollider.height / 2) - (/*x top edge*/gameObjects [x].transform.yPos - gameObjects [x].boxCollider.height / 2));
}
//i is bottom of x
else if (gameObjects [i].transform.yPos > gameObjects [x].transform.yPos) {
yPenetration = ((/*x bottom edge*/gameObjects [x].transform.yPos + gameObjects [x].boxCollider.height / 2) - (/*i top edge*/gameObjects [i].transform.yPos - gameObjects [i].boxCollider.height / 2));
}
if (Math.abs (xPenetration) > Math.abs (yPenetration)) {
gameObjects [i].transform.xPos += xPenetration;
} else {
gameObjects [i].transform.yPos += yPenetration;
}
}
}
}
}
}
}
答案 0 :(得分:1)
有几个问题。首先,您需要处理gameObjects [i].transform.xPos
完全等于gameObjects [x].transform.xPos
的情况(对于y位置也是如此)。目前你处理的是小于和大于但不相等的。因此,只需将<
更改为<=
或将>
更改为>=
,例如:
if (gameObjects [i].transform.xPos <= gameObjects [x].transform.xPos)
另一个问题是,当你碰撞时,如果你将一个物体推出它沿着轴与最小穿透距离碰撞的物体,它看起来会更自然。因此,只需更改此行以选择x和y的min而不是max:
if (Math.abs (xPenetration) < Math.abs (yPenetration))