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: {///}
}
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>