var keys = new Array();
var direction;
var direction;
var iNr = 0;
$(document).ready(function(){
looper();
$("#demo1").css("margin-top", 400 + "px");
$("#demo2").css("margin-left", 380 + "px");
myFunction();
});
function myFunction()
{
iNr = iNr + 0.5;
$("#main").css("transition","all 0.1s");
$("#main").css("transform","rotate(" + iNr + "deg)");
setTimeout(function()
{
myFunction();
}, 50);
}
function looper()
{
var p =$("#circle");
var offset = p.offset();
var t =$(".red");
var roffset = t.offset();
var rect1 = {x: offset.left, y: offset.top, width: p.width(), height: p.height()}
var rect2 = {x: roffset.left, y: roffset.top, width: t.width(), height: t.height()}
if (rect1.x < rect2.x + rect2.width && rect1.x + rect1.width > rect2.x && rect1.y < rect2.y + rect2.height && rect1.height + rect1.y > rect2.y) {
console.log("now");
}
if(direction == "left")
{
if(offset.left - 50 > 0)
{
$("#circle").css("left", ($("#circle").position().left - 2) + "px");
}
}
if(direction == "up")
{
if(offset.top - 50 > 0)
{
$("#circle").css("top", ($("#circle").position().top - 2) + "px");
}
}
if(direction == "right")
{
if((offset.left + 50) < $(window).width())
{
$("#circle").css("left", ($("#circle").position().left + 2) + "px");
}
}
if(direction == "down")
{
if((offset.top + 50) < $(window).height())
{
$("#circle").css("top", ($("#circle").position().top + 2) + "px");
}
}
ID=window.setTimeout("looper();", 1);
}
$(document).keyup(function(event) {
if (event.keyCode == 37)
{
var index = keys.indexOf("37");
keys.splice(index, 1);
direction = "";
}
if (event.keyCode == 38)
{
var index = keys.indexOf("38");
keys.splice(index, 1);
direction = "";
}
if (event.keyCode == 39)
{
var index = keys.indexOf("39");
keys.splice(index, 1);
direction = "";
}
if (event.keyCode == 40)
{
var index = keys.indexOf("40");
keys.splice(index, 1);
direction = "";
}
});
$(document).keydown(function(event) {
if (event.keyCode == 37)
{
keys.push("37");
direction = "left";
}
if (event.keyCode == 38)
{
keys.push("38");
direction = "up";
}
if (event.keyCode == 39)
{
keys.push("39");
direction = "right";
}
if (event.keyCode == 40)
{
keys.push("40");
direction = "down";
}
});
<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>test</title>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
</head>
<body style="background-color:black; overflow-y:scroll;">
<div style="width:400px; margin-left:500px; height:400px;" id="main">
<div id="demo1" style="width:400px; height:20px; background-color:red; position:absolute;" class="red test all"></div>
<div id="demo2" style="width:20px; height:400px; background-color:yellow; position:absolute;" class="test all"></div>
<div id="demo3" style="width:400px; height:20px; background-color:blue; position:absolute;" class="test all"></div>
<div id="demo4" style="width:20px; height:400px; background-color:green; position:absolute;" class="test all"></div>
</div>
<div style="width:25px; height:25px; background-color:white; position:absolute; border-radius:50%;" id="circle"></div>
</body>
</html>
我编写了一个游戏。 在这个游戏中,我的功能检查 div1 和 div2 之间是否存在冲突。 或者,如果它们重叠,那么...你想如何拼写它。 没有轮换,一切都还可以。
但现在我有一个问题。
我想用transform:rotate(Xdeg);
但如果我这样做,我对碰撞的计算就不起作用了。
我用这个:
var rect1 = {x: 5, y: 5, width: 50, height: 50}
var rect2 = {x: 20, y: 10, width: 10, height: 10}
if (rect1.x < rect2.x + rect2.width && rect1.x + rect1.width > rect2.x && rect1.y < rect2.y + rect2.height && rect1.height + rect1.y > rect2.y) {
// collision detected!
}
你有什么想法来解决这个问题吗?
感谢您的帮助: - )
答案 0 :(得分:4)
有几种方法可以做到这一点。这个例子只是指导你如何用矩形来完成。
这些是在这里完成的步骤:
您必须计算要检查它们是否被碰撞的所有矩形的所有旋转角的位置。要获得这些旋转角,您可以使用多种方法。在该示例中,使用2d向量和2d旋转矩阵:
一个矢量,其原点位于矩形的中心,并指向矩形的左上角(x,y):
var center = {
x: x + width / 2,
y: y + height / 2
};
var vector = {
x: (x - center.x),
y: (y - center.y)
};
将此向量与旋转矩阵相乘以旋转此向量:
// modified sin function to calulcate sin in the unit degrees instead of radians
function sin(x) {
return Math.sin(x / 180 * Math.PI);
}
// modified cos function
function cos(x) {
return Math.cos(x / 180 * Math.PI);
}
var rotationMatrix = [[cos(angle), -sin(angle)],[sin(angle), cos(angle)]];
var rotatedVector = {
x: vector.x * rotationMatrix[0][0] + vector.y * rotationMatrix[0][1],
y: vector.x * rotationMatrix[1][0] + vector.y * rotationMatrix[1][1]
};
最后获得旋转的左上角,您可以从矩形的中心开始,然后转到旋转的矢量指向的位置。这是旋转后左上角的位置:
{
x: (center.x + rotatedVector.x),
y: (center.y + rotatedVector.y)
}
上述所有步骤均由 getRotatedTopLeftCornerOfRect 完成,并且必须与所有其他角落一起完成。在下一个位置之前 角(右上)可以计算下一个向量必须被指定为指向此角的向量。为了获得指向右上角的下一个矢量,计算第一个矢量(左上)和第二个矢量(右上)之间的角度。当第三矢量的角度由第一角度和第二角度增加时,第三矢量指向右下角,第四矢量旋转一角度,该角度是第一,第二和第三角度的总和。所有这一切都在 setCorners -method中完成,此图片部分显示了此过程:
结合上述所有步骤非常棘手,但它适用于所有尺寸的所有矩形,最重要的是你可以在没有库的情况下通过点击“运行代码片段”来测试它。
(经过测试的浏览器:FF 50.1.0,IE:10-EDGE,Chrome:55.0.2883.87 m ):
var Rectangle = (function () {
function sin(x) {
return Math.sin(x / 180 * Math.PI);
}
function cos(x) {
return Math.cos(x / 180 * Math.PI);
}
function getVectorLength(x, y, width, height){
var center = {
x: x + width / 2,
y: y + height / 2
};
//console.log('center: ',center);
var vector = {
x: (x - center.x),
y: (y - center.y)
};
return Math.sqrt(vector.x*vector.x+vector.y*vector.y);
}
function getRotatedTopLeftCornerOfRect(x, y, width, height, angle) {
var center = {
x: x + width / 2,
y: y + height / 2
};
//console.log('center: ',center);
var vector = {
x: (x - center.x),
y: (y - center.y)
};
//console.log('vector: ',vector);
var rotationMatrix = [[cos(angle), -sin(angle)],[sin(angle), cos(angle)]];
//console.log('rotationMatrix: ',rotationMatrix);
var rotatedVector = {
x: vector.x * rotationMatrix[0][0] + vector.y * rotationMatrix[0][1],
y: vector.x * rotationMatrix[1][0] + vector.y * rotationMatrix[1][1]
};
//console.log('rotatedVector: ',rotatedVector);
return {
x: (center.x + rotatedVector.x),
y: (center.y + rotatedVector.y)
};
}
function getOffset(el) {
var _x = 0;
var _y = 0;
while (el && !isNaN(el.offsetLeft) && !isNaN(el.offsetTop)) {
_x += el.offsetLeft - el.scrollLeft;
_y += el.offsetTop - el.scrollTop;
el = el.offsetParent;
}
return {
top: _y,
left: _x
};
}
function pointInPoly(verties, testx, testy) {
var i,
j,
c = 0
nvert = verties.length;
for (i = 0, j = nvert - 1; i < nvert; j = i++) {
if (((verties[i].y > testy) != (verties[j].y > testy)) && (testx < (verties[j].x - verties[i].x) * (testy - verties[i].y) / (verties[j].y - verties[i].y) + verties[i].x))
c = !c;
}
return c;
}
function Rectangle(htmlElement, width, height, angle) {
this.htmlElement = htmlElement;
this.width = width;
this.height = height;
this.setCorners(angle);
}
function testCollision(rectangle) {
var collision = false;
this.getCorners().forEach(function (corner) {
var isCollided = pointInPoly(rectangle.getCorners(), corner.x, corner.y);
if (isCollided) collision = true;
});
return collision;
}
function checkRectangleCollision(rect, rect2) {
if (testCollision.call(rect, rect2)) return true;
else if (testCollision.call(rect2, rect)) return true;
return false;
}
function getAngleForNextCorner(anc,vectorLength) {
var alpha = Math.acos(anc/vectorLength)*(180 / Math.PI);
return 180 - alpha*2;
}
Rectangle.prototype.setCorners = function (angle) {
this.originalPos = getOffset(this.htmlElement);
this.leftTopCorner = getRotatedTopLeftCornerOfRect(this.originalPos.left, this.originalPos.top, this.width, this.height, angle);
var vecLength = getVectorLength(this.originalPos.left, this.originalPos.top, this.width, this.height);
//console.log('vecLength: ',vecLength);
angle = angle+getAngleForNextCorner(this.width/2, vecLength);
//console.log('angle: ',angle);
this.rightTopCorner = getRotatedTopLeftCornerOfRect(this.originalPos.left, this.originalPos.top, this.width, this.height, angle);
angle = angle+getAngleForNextCorner(this.height/2, vecLength);
//console.log('angle: ',angle);
this.rightBottomCorner = getRotatedTopLeftCornerOfRect(this.originalPos.left, this.originalPos.top, this.width, this.height, angle);
angle = angle+getAngleForNextCorner(this.width/2, vecLength);
//console.log('angle: ',angle);
this.leftBottomCorner = getRotatedTopLeftCornerOfRect(this.originalPos.left, this.originalPos.top, this.width, this.height, angle);
//console.log(this);
};
Rectangle.prototype.getCorners = function () {
return [this.leftTopCorner,
this.rightTopCorner,
this.rightBottomCorner,
this.leftBottomCorner];
};
Rectangle.prototype.isCollided = function (rectangle) {
return checkRectangleCollision(this, rectangle);
};
return Rectangle;
}) ();
var rotA = 16;
var widthA = 150;
var heightA = 75;
var htmlRectA = document.getElementById('rectA');
var rotB = 28.9;
var widthB = 50;
var heightB = 130;
var htmlRectB = document.getElementById('rectB');
var msgDiv = document.getElementById('msg');
var rectA = new Rectangle(htmlRectA, widthA, heightA, rotA);
var rectB = new Rectangle(htmlRectB, widthB, heightB, rotB);
window.requestAnimFrame = function(){
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame;
}();
function draw(){
rotA+=1.2;
htmlRectA.setAttribute('style','-ms-transform: rotate('+rotA+'deg);-webkit-transform: rotate('+rotA+'deg);transform: rotate('+rotA+'deg)');
rotB+=5.5;
htmlRectB.setAttribute('style','-ms-transform: rotate('+rotB+'deg);-webkit-transform: rotate('+rotB+'deg);transform: rotate('+rotB+'deg)');
rectA.setCorners(rotA);
rectB.setCorners(rotB);
if(rectA.isCollided(rectB)){
msgDiv.innerHTML = 'Collision detected!';
msgDiv.setAttribute('style','color: #FF0000');
}
else {
msgDiv.innerHTML = 'No Collision!';
msgDiv.setAttribute('style','color: #000000');
}
setTimeout(function(){
window.requestAnimFrame(draw);
},50);
}
window.requestAnimFrame(draw);
#rectA{
background-color: #0000FF;
width:150px;
height:75px;
position:absolute;
top:60px;
left:180px;
-ms-transform: rotate(16deg);
-webkit-transform: rotate(16deg);
transform: rotate(16deg);
}
#rectB{
background-color: #FF0000;
width:50px;
height:130px;
position:absolute;
top:140px;
left:250px;
-ms-transform: rotate(28.9deg);
-webkit-transform: rotate(28.9deg);
transform: rotate(28.9deg);
}
<div id="rectA">A</div>
<div id="rectB">B</div>
<div id="msg"></div>