Javascript对象冲突

时间:2018-07-13 11:20:08

标签: javascript html collision-detection

我有一个简单的javascript程序。

您可以在其中移动一个正方形。

如果正方形与对象冲突,则像素将跳回。

有效。 但是,如果两个对象彼此相邻,它将不起作用。 此代码示例。如果y平方的坐标是200并且接近银,则它不会发生碰撞。

我该如何解决?

我该如何解决? 如果有人可以有一个更简单的解决方案,那么谢谢。

export const module = {
namespaced: true,
state: state,
  getters: {

    getSomethingArray: (state: State) => {

      return state.something;
    },

  },
  mutations: { 

    resetState: (s: State) => {
      const initial = state;
      Object.keys(initial).forEach(key => { s[key] = initial[key]; });
    },
  }
  actions: {///}
}

3 个答案:

答案 0 :(得分:2)

主要问题是,您可以同时在x和y方向上移动,并且在某些检测中出现了偏离1类的错误。因此,当您在顶部正方形的底部下方一个像素时,它实际上会检测到y方向与该正方形的碰撞,并且仅使y停止移动,但允许x移动。

这是一个不允许碰撞的更改,尽管它确实在某些地方“卡住了”:

function fieldUpdate() {
  Field.clear();
  var oldX = myAvatar.x;
  var oldY = myAvatar.y;
  if (Field.keys && Field.keys[37]) {
    myAvatar.x--;
  }

  if (Field.keys && Field.keys[39]) {
    myAvatar.x++;
  }

  if (collision(myAvatar)) {
    myAvatar.x = oldX;
    myAvatar.y = oldY;
  }

  var oldX = myAvatar.x;
  var oldY = myAvatar.y;

  if (Field.keys && Field.keys[40]) {
    myAvatar.y++;
  }      

  if (Field.keys && Field.keys[38]) {
    myAvatar.y--;
  }

  if (collision(myAvatar)) {
    myAvatar.x = oldX;
    myAvatar.y = oldY;
  }

  myAvatar.componentUpdate();
  for (var prop in components) {
    components[prop].componentUpdate();
  }
}

如果您修正了1个错误,它也不会卡住。

另一个问题是您有c.y - c.width个地方。这些可能应该由c.y - c.height来完成。如果您制作非正方形形状,这将是一个问题。

答案 1 :(得分:0)

问题是您在碰撞循环中返回,导致每次移动仅检测到一个对象。如果所有动作都被停止/反转,那很好,但是只有反转一个方向才能使另一方向自由漫游。

一种解决方法是删除该函数中的所有返回值。 另外,请观看该视频“ Bounding Box Collision Detection”以修正您的算法,因为当前它会忽略您自己的头像的宽度和高度。

答案 2 :(得分:0)

非常不正确。看这个程序.``

<!DOCTYPE html>
<html>
<head>
<meta name="viewport" content="width=device-width, initial-scale=1.0"/>
<style>
canvas {
    border:1px solid #d3d3d3;
    background-color: #f1f1f1;
}
</style>
</head>
<body onload="startGame()">
<script>

var myGamePiece;
var myObstacles = [];
var myScore;

function startGame() {
    myGamePiece = new component(30, 30, "red", 10, 120);
    myGamePiece.gravity = 0.05;
    myScore = new component("30px", "Consolas", "black", 280, 40, "text");
    myGameArea.start();
}

var myGameArea = {
    canvas : document.createElement("canvas"),
    start : function() {
        this.canvas.width = 480;
        this.canvas.height = 270;
        this.context = this.canvas.getContext("2d");
        document.body.insertBefore(this.canvas, document.body.childNodes[0]);
        this.frameNo = 0;
        updateGameArea();
        },
    clear : function() {
        this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
    }
}

function component(width, height, color, x, y, type) {
    this.type = type;
    this.score = 0;
    this.width = width;
    this.height = height;
    this.speedX = 0;
    this.speedY = 0;    
    this.x = x;
    this.y = y;
    this.gravity = 0;
    this.gravitySpeed = 0;
    this.update = function() {
        ctx = myGameArea.context;
        if (this.type == "text") {
            ctx.font = this.width + " " + this.height;
            ctx.fillStyle = color;
            ctx.fillText(this.text, this.x, this.y);
        } else {
            ctx.fillStyle = color;
            ctx.fillRect(this.x, this.y, this.width, this.height);
        }
    }
    this.newPos = function() {
        this.gravitySpeed += this.gravity;
        this.x += this.speedX;
        this.y += this.speedY + this.gravitySpeed;
        this.hitBottom();
    }
    this.hitBottom = function() {
        var rockbottom = myGameArea.canvas.height - this.height;
        if (this.y > rockbottom) {
            this.y = rockbottom;
            this.gravitySpeed = 0;
        }
    }
    this.crashWith = function(otherobj) {
        var myleft = this.x;
        var myright = this.x + (this.width);
        var mytop = this.y;
        var mybottom = this.y + (this.height);
        var otherleft = otherobj.x;
        var otherright = otherobj.x + (otherobj.width);
        var othertop = otherobj.y;
        var otherbottom = otherobj.y + (otherobj.height);
        var crash = true;
        if ((mybottom < othertop) || (mytop > otherbottom) || (myright < otherleft) || (myleft > otherright)) {
            crash = false;
        }
        return crash;
    }
}

function updateGameArea() {
    var x, height, gap, minHeight, maxHeight, minGap, maxGap;
    for (i = 0; i < myObstacles.length; i += 1) {
        if (myGamePiece.crashWith(myObstacles[i])) {
            return;
        } 
    }
    myGameArea.clear();
    myGameArea.frameNo += 1;
    if (myGameArea.frameNo == 1 || everyinterval(150)) {
        x = myGameArea.canvas.width;
        minHeight = 20;
        maxHeight = 200;
        height = Math.floor(Math.random()*(maxHeight-minHeight+1)+minHeight);
        minGap = 50;
        maxGap = 200;
        gap = Math.floor(Math.random()*(maxGap-minGap+1)+minGap);
        myObstacles.push(new component(10, height, "green", x, 0));
        myObstacles.push(new component(10, x - height - gap, "green", x, height + gap));
    }
    for (i = 0; i < myObstacles.length; i += 1) {
        myObstacles[i].x += -1;
        myObstacles[i].update();
    }
    myScore.text="SCORE: " + myGameArea.frameNo;
    myScore.update();
    myGamePiece.newPos();
    myGamePiece.update();
}

function everyinterval(n) {
    if ((myGameArea.frameNo / n) % 1 == 0) {return true;}
    return false;
}

function accelerate(n) {
    if (!myGameArea.interval) {myGameArea.interval = setInterval(updateGameArea, 20);}

    myGamePiece.gravity = n;
}
</script>
<br>
<button onmousedown="accelerate(-0.2)" onmouseup="accelerate(0.05)">ACCELERATE</button>
<p>Click the ACCELERATE button to start the game</p>
<p>How long can you stay alive? Use the ACCELERATE button to stay in the air..</p>
</body>
</html>