我正在做一个游戏,其中我有一个玩家在射击落在屏幕上的敌人。问题是敌人的物体在碰撞之前就消失了,而玩家在碰撞发生之前也就消失了。相反,当物体与敌方物体位于同一弹道上时,这些物体会消失,这不是预定的目标。
var left_key = 37;
var up_key = 38;
var right_key = 39;
var down_key = 40;
var space_key = 32;
var player_movment = 4;
var lastLoopRun = 0;
var controller = new Object();
var enemies = new Array();
function createSprite(element, x, y, w, h) {
var result = new Object();
result.element = element;
result.x = x;
result.y = y;
result.w = w;
result.h = h;
return result;
}
function toggleKey(keyCode, isPressed) {
if (keyCode == left_key) {
controller.left = isPressed;
}
if (keyCode == right_key) {
controller.right = isPressed;
}
if (keyCode == up_key) {
controller.up = isPressed;
}
if (keyCode == down_key) {
controller.down = isPressed;
}
if (keyCode == space_key) {
controller.space = isPressed;
}
}
function intersects(a, b) {
return a.x < b.x + b.w && a.x + a.w > b.x && b.y + b.h && a.y + a.h > b.y;
}
function ensureBounds(sprite, ignoreY) {
if (sprite.x < 20) {
sprite.x = 20;
}
if (!ignoreY && sprite.y < 20) {
sprite.y = 20;
}
if (sprite.x + sprite.w > 480) {
sprite.x = 480 - sprite.w;
}
if (!ignoreY && sprite.y + sprite.h > 480) {
sprite.y = 480 - sprite.h;
}
}
function setPosition(sprite) {
var e = document.getElementById(sprite.element);
e.style.left = sprite.x + "px";
e.style.top = sprite.y + "px";
}
function handleControls() {
if (controller.up) {
player.y -= player_movment;
}
if (controller.down) {
player.y += player_movment;
}
if (controller.left) {
player.x -= player_movment;
}
if (controller.right) {
player.x += player_movment;
}
if (controller.space && laser.y <= -120) {
laser.x = player.x + 9;
laser.y = player.y - laser.h;
}
ensureBounds(player);
}
function showSprites() {
setPosition(player);
setPosition(laser);
for (var i = 0; i < enemies.length; i++) {
setPosition(enemies[i]);
}
}
function checkCollisions() {
for (var i = 0; i < enemies.length; i++) {
if (intersects(laser, enemies[i])) {
var element = document.getElementById(enemies[i].element);
element.style.visibility = "hidden";
element.parentNode.removeChild(element);
enemies.splice(i, 1);
i--;
laser.y = -laser.h;
} else if (intersects(player, enemies[i])) {
var element = document.getElementById(player.element);
element.style.visibility = "hidden";
} else if (enemies[i].y + enemies[i].h >= 500) {
var element = document.getElementById(enemies[i].element);
element.style.visibility = "hidden";
element.parentNode.removeChild(element);
enemies.splice(i, 1);
i--;
}
}
}
function updatePositions() {
for (var i = 0; i < enemies.length; i++) {
enemies[i].y += 4;
enemies[i].x += getRandom(7) - 3;
ensureBounds(enemies[i], true);
}
laser.y -= 12;
}
function addEnemy() {
if (getRandom(50) == 0) {
var elementName = "enemy" + getRandom(10000000);
var enemy = createSprite(elementName, getRandom(450), -40, 45, 45);
var element = document.createElement("div");
element.id = enemy.element;
element.className = "enemy";
document.children[0].appendChild(element);
enemies[enemies.length] = enemy;
}
}
function getRandom(maxSize) {
return parseInt(Math.random() * maxSize);
}
function loop() {
if (new Date().getTime() - lastLoopRun > 50) {
updatePositions();
handleControls();
showSprites();
checkCollisions();
addEnemy();
lastLoopRun = new Date().getTime();
}
setTimeout("loop();", 2); //6:10 episode 2 <-- forklaring:
}
document.onkeydown = function(evt) {
toggleKey(evt.keyCode, true);
};
document.onkeyup = function(evt) {
toggleKey(evt.keyCode, false);
};
var player = createSprite("player", 250, 460, 20, 20)
var laser = createSprite("laser", 0, -120, 2, 50);
loop();
#player {
background: red;
width: 20px;
height: 20px;
position: absolute;
}
#background {
background: black;
width: 500px;
height: 500px;
position: absolute;
left: 0px;
top: 0px;
}
#laser {
background: green;
width: 2px;
height: 50px;
position: absolute;
}
.enemy {
background: blue;
width: 35px;
height: 35px;
position: absolute;
}
<div id="background"></div>
<div id="player">
<img src="xwing.png" height="20px" width="20px">
</div>
<div id="laser"></div>
答案 0 :(得分:0)
您的碰撞检测代码不正确。 试试这个:
function intersects(a, b) {
return a.x > b.x - a.w && a.x < b.x + b.w && a.y > b.y - a.h && a.y < b.y + b.h;
}