在阵列中的球与物体(矩形)发生碰撞之后,球似乎没有像撞击地面时那样具有相同的弹跳效果。
当与物体接触时,它似乎加快速度并突然出现故障并停留在地面上。
问题:
代码:
var balls = [];
var obstacle;
function setup() {
createCanvas(400, 400);
obstacle = new Obstacle();
}
function draw() {
background(75);
obstacle.display();
for (var i = 0; i < balls.length; i++) {
balls[i].display();
balls[i].update();
balls[i].edges();
RectCircleColliding(balls[i], obstacle);
//console.log(RectCircleColliding(balls[i], obstacle));
}
}
function mousePressed() {
balls.push(new Ball(mouseX, mouseY));
}
function Ball(x, y) {
this.x = x;
this.y = y;
this.r = 15;
this.gravity = 0.5;
this.velocity = 0;
this.display = function() {
fill(255, 0, 100);
stroke(255);
ellipse(this.x, this.y, this.r * 2);
}
this.update = function() {
this.velocity += this.gravity;
this.y += this.velocity;
}
this.edges = function() {
if (this.y >= height - this.r) {
this.y = height - this.r;
this.velocity = this.velocity * -1;
this.gravity = this.gravity * 1.1;
}
}
}
function Obstacle() {
this.x = width - width;
this.y = height / 2;
this.w = 200;
this.h = 25;
this.display = function() {
fill(0);
stroke(255);
rect(this.x, this.y, this.w, this.h);
}
}
function RectCircleColliding(Ball, Obstacle) {
// define obstacle borders
var oRight = Obstacle.x + Obstacle.w;
var oLeft = Obstacle.x;
var oTop = Obstacle.y;
var oBottom = Obstacle.y + Obstacle.h;
//compare ball's position (acounting for radius) with the obstacle's border
if (Ball.x + Ball.r > oLeft) {
if (Ball.x - Ball.r < oRight) {
if (Ball.y + Ball.r > oTop) {
if (Ball.y - Ball.r < oBottom) {
Ball.y = Obstacle.y - Ball.r * 2;
Ball.velocity = Ball.velocity * -1;
Ball.gravity = Ball.gravity * 1.1;
Ball.velocity += Ball.gravity;
Ball.y += Ball.velocity;
return (true);
}
}
}
}
return false;
}
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答案 0 :(得分:1)
该问题代码的主要问题是我们需要检查碰撞并仅在球不碰撞时才允许更新。另一个问题是,在发生碰撞时,我们必须限制重力,以防止球完全跌落到地面。
这是更正的代码:
var balls = [];
var obstacle;
function setup() {
createCanvas(400, 400);
obstacle = new Obstacle();
}
function draw() {
background(75);
obstacle.display();
for (var i = 0; i < balls.length; i++) {
balls[i].display();
if (!RectCircleColliding(balls[i], obstacle)){
balls[i].update();
balls[i].edges();
}
//console.log(RectCircleColliding(balls[i], obstacle));
}
}
function mousePressed() {
balls.push(new Ball(mouseX, mouseY));
}
function Ball(x, y) {
this.x = x;
this.y = y;
this.r = 15;
this.gravity = 0.5;
this.velocity = 0;
this.display = function() {
fill(255, 0, 100);
stroke(255);
ellipse(this.x, this.y, this.r * 2);
}
this.update = function() {
this.velocity += this.gravity;
this.y += this.velocity;
}
this.edges = function() {
if (this.y >= height - this.r) {
this.y = height - this.r;
this.velocity = this.velocity * -1;
this.gravity = this.gravity * 1.1;
}
}
}
function Obstacle() {
this.x = width - width;
this.y = height / 2;
this.w = 200;
this.h = 25;
this.display = function() {
fill(0);
stroke(255);
rect(this.x, this.y, this.w, this.h);
}
}
function RectCircleColliding(Ball, Obstacle) {
// define obstacle borders
var oRight = Obstacle.x + Obstacle.w;
var oLeft = Obstacle.x;
var oTop = Obstacle.y;
var oBottom = Obstacle.y + Obstacle.h;
//compare ball's position (acounting for radius) with the obstacle's border
if (Ball.x + Ball.r > oLeft) {
if (Ball.x - Ball.r < oRight) {
if (Ball.y + Ball.r > oTop) {
if (Ball.y - Ball.r < oBottom) {
let oldY = Ball.y;
Ball.y = oTop - Ball.r;
Ball.velocity = Ball.velocity * -1;
if (Ball.gravity < 2.0){
Ball.gravity = Ball.gravity * 1.1;
} else {
Ball.velocity = 0;
Ball.y = oldY;
}
return (true);
}
}
}
}
return false;
}
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