我正在制作一个html5画布游戏,我遇到了碰撞问题。 问题是当球与任何平台发生碰撞时,球的重力应为-1并且与平台的速度相同,但它只适用于最后一个平台和左平台。我该如何解决?谢谢!
HTML:
<html>
<head>
<title>Falldown</title>
</head>
<body>
<canvas id="canvas" width = "380" height= "640"></canvas>
<script src="beta.js"></script>
</body>
</html>
JS代码:
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var isMenu = true;
var isPlaying = false;
var testing = true;
var pressingLeft = false;
var pressingRight = false;
var Platforms = [];
var difficulty = 1;
var gravity = 1;
var Player = {
color: "red",
radius: 7.5,
stepY: 1.5,
x: 175,
y: 75
};
function RectCircleColliding(circle, rect) {
var distX = Math.abs(circle.x - rect.x - rect.width / 2);
var distY = Math.abs(circle.y - rect.y - 20 / 2);
if (distX > (rect.width / 2 + circle.radius)) return false;
if (distY > (20 / 2 + circle.radius)) return false;
if (distX <= (rect.width / 2)) return true;
if (distY <= (20 / 2)) return true;
var dx = distX - rect.width / 2;
var dy = distY - 20 / 2;
return (dx * dx + dy * dy <= (circle.radius * circle.radius));
}
function drawBackground() {
ctx.fillStyle = "black";
ctx.fillRect(0, 0, canvas.width, canvas.height);
if (isMenu && !isPlaying) {
createText("60px monospace", "white", "FallDown", 45, 130);
createText("34px Arial", "white", "PLAY", 130, 260);
createText("34px Arial", "white", "LEADERBOARD", 50, 340);
createText("34px Arial", "white", "SETTINGS", 90, 420);
} else {
if (testing) {
Platforms = [];
for (var i = 0; i < 13; i++) {
Platforms.push({
"x": 10,
"y": 160 + (i * 70),
"width": (Math.random() * canvas.width) - 60
});
}
testing = false;
}
for (var i in Platforms) {
ctx.fillStyle = "#00ffff";
ctx.fillRect(10, Platforms[i].y, Platforms[i].width, 20);
var totalTest = Platforms[i].width + 60;
ctx.fillRect(totalTest + 30, Platforms[i].y, canvas.width - totalTest, 20);
Platforms[i].y -= 1;
if (RectCircleColliding(Player, Platforms[i])) {
gravity = -1;
} else {
gravity = 1;
}
}
detectBorderCollision();
detectPlayerCollision();
drawPlayer();
drawBorder();
if (Platforms.length === 7) Platforms = [];
}
}
function detectBorderCollision() {
if (Player.x > 370 - Player.radius) {
Player.x = 370 - Player.radius;
} else if (Player.x < 3.8 + Player.radius * 2) {
Player.x = 3.8 + Player.radius * 2
}
}
function detectPlayerCollision() {
}
function drawPlayer() {
ctx.beginPath();
ctx.fillStyle = Player.color;
ctx.arc(Player.x, Player.y, Player.radius, 0, 2 * Math.PI);
ctx.fill();
ctx.closePath();
Player.y += gravity;
if (pressingRight) {
Player.x += 2;
} else if (pressingLeft) {
Player.x -= 2;
}
/*
ctx.fillStyle = "#00ffff";
ctx.fillRect(10, 160, 300, 20);
*/
}
function drawBorder() {
ctx.beginPath();
ctx.strokeStyle = "#00ffff";
ctx.lineWidth = 10;
ctx.moveTo(5, 0);
ctx.lineTo(5, 640);
ctx.moveTo(375, 0);
ctx.lineTo(375, 640);
ctx.stroke();
ctx.closePath();
}
function createText(font, color, value, posX, posY) {
ctx.font = font;
ctx.fillStyle = color;
ctx.fillText(value, posX, posY)
}
function isInside(realX, realY, x1, x2, y1, y2) {
return (realX > x1 && realX < x2) && (realY > y1 && realY < y2)
}
function drawGame() {
drawBackground();
}
function startDrawing() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
drawGame();
requestAnimationFrame(startDrawing);
}
function Init() {
requestAnimationFrame(startDrawing);
canvas.addEventListener("click", function(evt) {
var rect = canvas.getBoundingClientRect();
var mouseX = evt.clientX - rect.left;
var mouseY = evt.clientY - rect.top;
if (isMenu && !isPlaying) {
if (isInside(mouseX, mouseY, 115, 230, 220, 270)) {
isPlaying = true;
isMenu = false;
} else if (isInside(mouseX, mouseY, 35, 320, 300, 345)) {
console.log("Leaderboard");
} else if (isInside(mouseX, mouseY, 75, 270, 380, 430)) {
console.log("Settings");
}
}
});
window.addEventListener("keydown", function(evt) {
if (!isMenu && isPlaying) {
if (evt.keyCode === 39) { // right
pressingRight = true;
} else if (evt.keyCode === 37) { // left
pressingLeft = true;
}
}
});
window.addEventListener("keyup", function(evt) {
if (!isMenu && isPlaying) {
if (evt.keyCode === 39) { // right
pressingRight = false;
} else if (evt.keyCode === 37) { // left
pressingLeft = false;
}
}
});
}
Init();
答案 0 :(得分:1)
您的代码中有很多魔术数,调试它很困难且乏味。将所有数字文字替换为描述值所代表的标识符。
以下对drawBackground
功能的部分修正导致左手平台的所有碰撞都起作用,但并不完美。
var hasCollided;
for (var i in Platforms) {
ctx.fillStyle = "#00ffff";
ctx.fillRect(10, Platforms[i].y, Platforms[i].width, 20);
var totalTest = Platforms[i].width + 60;
ctx.fillRect(totalTest + 30, Platforms[i].y, canvas.width - totalTest, 20);
Platforms[i].y -= 1;
if (!hasCollided) {
if (RectCircleColliding(Player, Platforms[i])) {
gravity = -1;
hasCollided = true;
} else {
gravity = 1;
}
}
}