我正在尝试制作一个像游戏这样的简单平台游戏。我使用的代码如下所示
window.onload = function(){
var canvas = document.getElementById('game');
var ctx = canvas.getContext("2d");
var rightKeyPress = false;
var leftKeyPress = false;
var upKeyPress = false;
var downKeyPress = false;
var playerX = canvas.width / 2;
var playerY = -50;
var dx = 3;
var dy = 3;
var dxp = 3;
var dyp = 3;
var dxn = 3;
var dyn = 3;
var prevDxp = dxp;
var prevDyp = dyp;
var prevDxn = dxn;
var prevDyn = dyn;
var playerWidth = 50;
var playerHeight = 50;
var obstacleWidth = 150;
var obstacleHeight = 50;
var obstaclePadding = 10;
var G = .98;
var currentVelocity = 0;
var obstacles = [];
var imageLoaded = false;
document.addEventListener("keyup",keyUp,false);
document.addEventListener("keydown",keyDown,false);
function keyDown(e){
if(e.keyCode == 37){
leftKeyPress = true;
if(currentVelocity > 2){
currentVelocity -= .1;
}
}
if(e.keyCode == 38){
upKeyPress = true;
}
if(e.keyCode == 39){
rightKeyPress = true;
if(currentVelocity < 2){
currentVelocity += .1;
}
}
if(e.keyCode == 40){
downKeyPress = true;
}
}
function keyUp(e){
if(e.keyCode == 37){
leftKeyPress = false;
}
if(e.keyCode == 38){
upKeyPress = false;
}
if(e.keyCode == 39){
rightKeyPress = false;
}
if(e.keyCode == 40){
downKeyPress = false;
}
}
function createObstacles(){
for(x=0;x < 4;x++){
var obX = (200 * x) + Math.round(Math.random() * 150);
var obY = 50 + Math.round(Math.random() * 400);
obstacles.push({"x":obX,"y":obY});
}
}
createObstacles();
function drawObstacles(){
ctx.beginPath();
for(x=0;x < 4;x++){
var obX = obstacles[x].x;
var obY = obstacles[x].y;
ctx.rect(obX,obY,obstacleWidth,obstacleHeight)
}
ctx.fillStyle = "grey";
ctx.fill();
ctx.closePath();
}
function initPlayer(){
ctx.beginPath();
ctx.rect(playerX,playerY,50,50);
ctx.fillStyle="orange";
ctx.fill();
ctx.closePath();
}
function KeyPressAndGravity(){
checkObstacleCollision();
playerX += currentVelocity;
if(rightKeyPress && playerX + 50 < canvas.width){
playerX += dxp;
}
if(leftKeyPress && playerX > 0){
playerX -= dxn;
}
if(upKeyPress && playerY > 0){
playerY -= dyn;
}
if(downKeyPress && playerY + 50 < canvas.height){
playerY += dyp;
}
if(playerY+50 < canvas.height){
playerY += G;
}
if(playerX <= 0){
currentVelocity = 0;
}else if(playerX + 50 >= canvas.width){
currentVelocity = 0;
}
dxp = prevDxp;
dyp = prevDyp;
dxn = prevDxn;
dyn = prevDyn;
G = .98;
if(currentVelocity != 0){
if(currentVelocity > 0){
currentVelocity -= .01;
}else{
currentVelocity += .01;
}
}
}
/*-----------------------------------------------------------
-------------------------------------------------------------
-------------------------------------------------------------
---------------------------Check this part-------------------
-------------------------------------------------------------
-------------------------------------------------------------
-------------------------------------------------------------
------------------------------------------------------------*/
function checkObstacleCollision(){
var obLen = obstacles.length;
for(var x=0;x<obLen;x++){
var obX = obstacles[x].x;
var obY = obstacles[x].y;
if((playerX + playerWidth > obX && playerX + playerWidth < obX + obstacleWidth || playerX > obX && playerX < obX + obstacleWidth) && playerY + playerHeight > obY - obstaclePadding && playerY + playerHeight < obY){
dyp = 0;
G = 0;
}else if((playerX + playerWidth > obX && playerX + playerWidth < obX + obstacleWidth || playerX > obX && playerX < obX + obstacleWidth) && playerY > obY + obstacleHeight && playerY < obY + obstacleHeight + obstaclePadding){
dyn = 0;
}else if(playerX + playerWidth > obX - obstaclePadding && playerX + playerWidth < obX && ((playerY + playerHeight > obY && playerY + playerHeight < obY + obstacleHeight) || (playerY > obY && playerY < obY + obstacleHeight))){
dxp = 0;
}else if(playerX > obX + obstacleWidth && playerX < obX + obstacleWidth + obstaclePadding && ((playerY + playerHeight > obY && playerY + playerHeight < obY + obstacleHeight) || (playerY > obY && playerY < obY + obstacleHeight))){
dxn = 0;
}
}
}
function draw(){
ctx.clearRect(0,0,canvas.width,canvas.height);
initPlayer();
KeyPressAndGravity();
drawObstacles();
}
setInterval(draw,15);
}<canvas id="game" width="1000" height="600" style="border:1px solid #000;"></canvas>
问题是有时当“玩家”的速度很高时,它可以像下图那样穿过障碍物。我怎样才能阻止这种情况发生?
所以我想要的是玩家应该在到达障碍物时立即停下来,而不是穿过障碍物
最佳答案
对快速移动的物体进行碰撞测试会很复杂
您必须确定您的玩家和障碍物是否在移动过程中任何时候相交——即使玩家在移动结束时已经越过障碍物。因此,您必须考虑玩家从移动开始到移动结束的完整路径。
然后您可以通过检查玩家的轨迹是否与障碍物相交来检查玩家在移动过程中是否与障碍物相交。
一种相对有效的快速移动物体碰撞测试方法
计算所选线段的“x”和“y”距离。
var dx = obstacleIntersection.x - start.x;
var dy = obstacleIntersection.y - start.y;
将玩家从其起始位置移动#3 中计算的距离。这导致玩家移动到它第一次与障碍物碰撞的地方。
player.x += dx;
player.y += dy;
代码和演示:
代码中有用的函数:
setPlayerVertices 确定连接玩家起始矩形的 3 个顶点的 3 条线段,这些顶点最接近玩家的结束矩形。
hasCollided 找到连接玩家起始位置顶点与障碍物碰撞点的最短线段。
line2lineIntersection 找到 2 条线之间的交点(如果有的话)。这用于测试开始到结束线段(从#1 开始)与构成障碍物矩形的 4 条线段中的任何一条线段之间的交点。 归属地: 此函数改编自 Paul Bourke 的有用 treatice on intersections .
这里是示例代码和演示,展示了如何在障碍物的碰撞点停止播放器:
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
var cw=canvas.width;
var ch=canvas.height;
function reOffset(){
var BB=canvas.getBoundingClientRect();
offsetX=BB.left;
offsetY=BB.top;
}
var offsetX,offsetY;
reOffset();
window.onscroll=function(e){ reOffset(); }
window.onresize=function(e){ reOffset(); }
var isDown=false;
var startX,startY,dragging;
ctx.translate(0.50,0.50);
ctx.textAlign='center';
ctx.textBaseline='middle';
var pts;
var p1={x:50,y:50,w:25,h:25,fill:''};
var p2={x:250,y:250,w:25,h:25,fill:''};
var ob={x:100,y:150,w:125,h:25,fill:''};
var obVertices=[
{x:ob.x,y:ob.y},
{x:ob.x+ob.w,y:ob.y},
{x:ob.x+ob.w,y:ob.y+ob.h},
{x:ob.x,y:ob.y+ob.h}
];
var s1,s2,s3,e1,e2,e3,o1,o2,o3,o4;
draw();
$("#canvas").mousedown(function(e){handleMouseDown(e);});
$("#canvas").mousemove(function(e){handleMouseMove(e);});
$("#canvas").mouseup(function(e){handleMouseUpOut(e);});
$("#canvas").mouseout(function(e){handleMouseUpOut(e);});
function draw(){
ctx.clearRect(0,0,cw,ch);
//
ctx.lineWidth=4;
ctx.globalAlpha=0.250;
ctx.strokeStyle='blue';
ctx.strokeRect(ob.x,ob.y,ob.w,ob.h);
ctx.globalAlpha=1.00;
ctx.fillStyle='black';
ctx.fillText('obstacle',ob.x+ob.w/2,ob.y+ob.h/2);
//
ctx.globalAlpha=0.250;
ctx.strokeStyle='gold';
ctx.strokeRect(p1.x,p1.y,p1.w,p1.h);
ctx.strokeStyle='purple';
ctx.strokeRect(p2.x,p2.y,p2.w,p2.h);
ctx.fillStyle='black';
ctx.globalAlpha=1.00;
ctx.fillText('start',p1.x+p1.w/2,p1.y+p1.h/2);
ctx.fillText('end',p2.x+p2.w/2,p2.y+p2.h/2);
}
function handleMouseDown(e){
// tell the browser we're handling this event
e.preventDefault();
e.stopPropagation();
startX=parseInt(e.clientX-offsetX);
startY=parseInt(e.clientY-offsetY);
// Put your mousedown stuff here
var mx=startX;
var my=startY;
if(mx>p1.x && mx<p1.x+p1.w && my>p1.y && my<p1.y+p1.h){
isDown=true;
dragging=p1;
}else if(mx>p2.x && mx<p2.x+p2.w && my>p2.y && my<p2.y+p2.h){
isDown=true;
dragging=p2;
}
}
function handleMouseUpOut(e){
// tell the browser we're handling this event
e.preventDefault();
e.stopPropagation();
// Put your mouseup stuff here
isDown=false;
dragging=null;
}
function handleMouseMove(e){
if(!isDown){return;}
// tell the browser we're handling this event
e.preventDefault();
e.stopPropagation();
mouseX=parseInt(e.clientX-offsetX);
mouseY=parseInt(e.clientY-offsetY);
// Put your mousemove stuff here
var dx=mouseX-startX;
var dy=mouseY-startY;
startX=mouseX;
startY=mouseY;
//
dragging.x+=dx;
dragging.y+=dy;
//
draw();
//
setPlayerVertices(p1,p2);
var c=hasCollided(obVertices);
if(c.dx){
ctx.strokeStyle='gold';
ctx.strokeRect(p1.x+c.dx,p1.y+c.dy,p1.w,p1.h);
ctx.fillStyle='black';
ctx.fillText('hit',p1.x+c.dx+p1.w/2,p1.y+c.dy+p1.h/2);
line(c.s,c.i,'red');
}
}
function setPlayerVertices(p1,p2){
var tl1={x:p1.x, y:p1.y};
var tl2={x:p2.x, y:p2.y};
var tr1={x:p1.x+p1.w, y:p1.y};
var tr2={x:p2.x+p2.w, y:p2.y};
var br1={x:p1.x+p1.w, y:p1.y+p1.h};
var br2={x:p2.x+p2.w, y:p2.y+p2.h};
var bl1={x:p1.x, y:p1.y+p1.h};
var bl2={x:p2.x, y:p2.y+p2.h};
//
if(p1.x<=p2.x && p1.y<=p2.y){
s1=tr1; s2=br1; s3=bl1;
e1=tr2; e2=br2; e3=bl2;
o1=0; o2=1; o3=3; o4=0;
}else if(p1.x<=p2.x && p1.y>=p2.y){
s1=tl1; s2=tr1; s3=br1;
e1=tl2; e2=tr2; e3=br2;
o1=2; o2=3; o3=3; o4=0;
}else if(p1.x>=p2.x && p1.y<=p2.y){
s1=tl1; s2=br1; s3=bl1;
e1=tl2; e2=br2; e3=bl2;
o1=0; o2=1; o3=1; o4=2;
}else if(p1.x>=p2.x && p1.y>=p2.y){
s1=tl1; s2=tr1; s3=bl1;
e1=tl2; e2=tr2; e3=bl2;
o1=1; o2=2; o3=2; o4=3;
}
}
function hasCollided(o){
//
var i1=line2lineIntersection(s1,e1,o[o1],o[o2]);
var i2=line2lineIntersection(s2,e2,o[o1],o[o2]);
var i3=line2lineIntersection(s3,e3,o[o1],o[o2]);
var i4=line2lineIntersection(s1,e1,o[o3],o[o4]);
var i5=line2lineIntersection(s2,e2,o[o3],o[o4]);
var i6=line2lineIntersection(s3,e3,o[o3],o[o4]);
//
var tracks=[];
if(i1){tracks.push(track(s1,e1,i1));}
if(i2){tracks.push(track(s2,e2,i2));}
if(i3){tracks.push(track(s3,e3,i3));}
if(i4){tracks.push(track(s1,e1,i4));}
if(i5){tracks.push(track(s2,e2,i5));}
if(i6){tracks.push(track(s3,e3,i6));}
//
var nohitDist=10000000;
var minDistSq=nohitDist;
var halt={dx:null,dy:null,};
for(var i=0;i<tracks.length;i++){
var t=tracks[i];
var testdist=t.dx*t.dx+t.dy*t.dy;
if(testdist<minDistSq){
minDistSq=testdist;
halt.dx=t.dx;
halt.dy=t.dy;
halt.s=t.s;
halt.i=t.i;
}
}
return(halt);
}
//
function track(s,e,i){
dot(s);dot(i);line(s,i);line(i,e);
return({ dx:i.x-s.x, dy:i.y-s.y, s:s, i:i });
}
function line2lineIntersection(p0,p1,p2,p3) {
var unknownA = (p3.x-p2.x) * (p0.y-p2.y) - (p3.y-p2.y) * (p0.x-p2.x);
var unknownB = (p1.x-p0.x) * (p0.y-p2.y) - (p1.y-p0.y) * (p0.x-p2.x);
var denominator = (p3.y-p2.y) * (p1.x-p0.x) - (p3.x-p2.x) * (p1.y-p0.y);
// Test if Coincident
// If the denominator and numerator for the ua and ub are 0
// then the two lines are coincident.
if(unknownA==0 && unknownB==0 && denominator==0){return(null);}
// Test if Parallel
// If the denominator for the equations for ua and ub is 0
// then the two lines are parallel.
if (denominator == 0) return null;
// If the intersection of line segments is required
// then it is only necessary to test if ua and ub lie between 0 and 1.
// Whichever one lies within that range then the corresponding
// line segment contains the intersection point.
// If both lie within the range of 0 to 1 then
// the intersection point is within both line segments.
unknownA /= denominator;
unknownB /= denominator;
var isIntersecting=(unknownA>=0 && unknownA<=1 && unknownB>=0 && unknownB<=1)
if(!isIntersecting){return(null);}
return({
x: p0.x + unknownA * (p1.x-p0.x),
y: p0.y + unknownA * (p1.y-p0.y)
});
}
function dot(pt){
ctx.beginPath();
ctx.arc(pt.x,pt.y,3,0,Math.PI*2);
ctx.closePath();
ctx.fill();
}
function line(p0,p1,stroke,lw){
ctx.beginPath();
ctx.moveTo(p0.x,p0.y);
ctx.lineTo(p1.x,p1.y);
ctx.lineWidth=lw || 1;
ctx.strokeStyle=stroke || 'gray';
ctx.stroke();
}body{ background-color: ivory; }
#canvas{border:1px solid red; }<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.9.1/jquery.min.js"></script>
<h4>Drag start & end player position rects<br>The shortest segment intersecting the obstacle is red.<br>The repositioned player is shown on the obstacle.</h4>
<canvas id="canvas" width=400 height=400></canvas>
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