我正在尝试制作一款平台游戏,在过去的两周里,我一直在研究碰撞。碰撞检测起作用了,但是碰撞本身(比如,让玩家远离图块)不起作用,不管我怎么试。我试着查找如何做这件事,但我发现的是如何做检测部分,我已经做过了。检测到冲突后该怎么办?它是从头开始写的,播放器是矩形的,瓷砖也是。下面是基本代码:
var Player = function(hue, x, y, xSize, ySize, health) {
this.hue = hue;
this.position = new PVector(x, y);
this.originalPosition = new PVector(x, y);
//this.previousPosition = new PVector(x, y);
//this.ppp = new PVector(x, y);
//this.virtualPosition = new PVector(x, y);
//this.predictedPosition = new PVector(x, y);
this.velocity = new PVector(0, 0);
//this.predictedVelocity = new PVector(0, 0);
this.acceleration = new PVector(0, 0);
}
/*Player.prototype.testCollision = function(tile) {
if (this.predictedPosition.y < tile.position.y + tile.size.y && this.predictedPosition.y + this.size.y > tile.size.y && this.predictedPosition.x < tile.position.x + tile.size.x && this.predictedPosition.x + tile.size.x > tile.position.x) {
return false;
} else {
return true;
}
};*/
Player.prototype.ifColliding = function(tile) {
if (this.position.x < tile.position.x + tile.size.x && this.position.x + tile.size.x > tile.position.x) {
/*if (this.position.x + this.size.x > tile.position.x) {
this.position.set(tile.position.x - this.size.x, this.position.y);
} else if (this.position.x < tile.position.x + tile.size.x) {
this.position.set(tile.position.x + tile.size.x, this.position.y);
}*/
this.velocity.set(0, this.velocity.y);
//this.acceleration.set(0, this.acceleration.y);
/*if (this.ppp.x < tile.position.x + tile.size.x && this.ppp.x + tile.size.x > tile.position.x) {
if (this.ppp.x + this.size.x > tile.position.x) {
this.position.set(tile.position.x - this.size.x, this.position.y);
} else if (this.ppp.x < tile.position.x + tile.size.x) {
this.position.set(tile.position.x + tile.size.x, this.position.y);
}
} else if (this.previousPosition.x < tile.position.x + tile.size.x && this.previousPosition.x + tile.size.x > tile.position.x) {
this.position.set(this.ppp.x, this.position.y);
} else {
this.position.set(this.previousPosition.x, this.position.y);
}*/
}
if (this.position.y < tile.position.y + tile.size.y && this.position.y + this.size.y > tile.size.y) {
this.velocity.set(this.velocity.x, 0);
this.acceleration.set(this.acceleration.x, 0);
this.yColliding = true;
/*if (this.position.y + this.size.y > tile.position.y) {
this.position.set(this.position.x, tile.position.y - this.size.y);
rect(0, 20, 0, 0);
} else if (this.position.y < tile.position.y + tile.size.y) {
this.position.set(this.position.x, tile.position.y + tile.size.y);
rect(20, 20, 0, 0);
}*/
}
}
Player.prototype.update = function(tiles) {
//this.ppp.set(this.previousPosition.x, this.previousPosition.y);
//this.previousPosition.set(this.position.x, this.position.y);
this.velocity.add(this.acceleration);
/*this.predictedVelocity.set(this.velocity.x, this.velocity.y);
this.predictedVelocity.add(this.acceleration);
this.virtualPosition.set(this.position.x, this.position.y);
this.virtualPosition.add(this.velocity);
this.predictedPosition.set(this.virtualPosition.x, this.virtualPosition.y);
this.predictedPosition.add(this.predictedVelocity);
var collDcted = false;
for (var i = 0; i < tiles.length; i++) {
if (this.testCollision(tiles[i], true) === false) {
collDcted = false;
}
}*/
//if (collDcted) {
this.position.add(this.velocity);
//}
}注释掉的代码是失败的尝试。未注释的代码是我能让它工作的最接近的代码。
发布于 2018-12-06 03:33:10
这是我制作的一个碰撞示例:
<!DOCTYPE html>
<html>
<body>
<p id="Health">Health</p>
<canvas id="gameCanvas" width="600" height="480" style = "border:1px solid gray"></canvas>
<script>
// Adding keyboard evt listener
document.addEventListener("keydown", keyPressed);
document.addEventListener("keyup", keyReleased);
//defining canvas
var canvas;
var canvasContext;
//defining Player variables
var PLAYER_X = 100;
var PLAYER_Y = 100;
var PLAYER_WIDTH = 20;
var PLAYER_HEIGHT = 20;
var PLAYER_HEALTH = 100;
//defining keypress codes
var KEY_LEFT = 37;
var KEY_RIGHT = 39;
var KEY_UP = 38;
var KEY_DOWN = 40;
//variables used to test movement
var keyHeld_Up = false;
var keyHeld_Down = false;
var keyHeld_Left = false;
var keyHeld_Right = false;
//Keypress?
function keyPressed(evt) {
if(evt.keyCode == KEY_UP) {
keyHeld_Up = true;
}
if(evt.keyCode == KEY_DOWN) {
keyHeld_Down = true;
}
if(evt.keyCode == KEY_LEFT) {
keyHeld_Left = true;
}
if(evt.keyCode == KEY_RIGHT) {
keyHeld_Right = true;
}
//prevents page from scrolling when arrow keys are pressed
evt.preventDefault();
}
//Key Released?
function keyReleased(evt) {
if(evt.keyCode == KEY_UP) {
keyHeld_Up = false;
}
if(evt.keyCode == KEY_DOWN) {
keyHeld_Down = false;
}
if(evt.keyCode == KEY_LEFT) {
keyHeld_Left = false;
}
if(evt.keyCode == KEY_RIGHT) {
keyHeld_Right = false;
}
}
//Initialize Canvas and Game Loop
window.onload = function() {
console.log("Is this thing on?");
canvas = document.getElementById('gameCanvas');
canvasContext = canvas.getContext('2d');
var framesPerSecond = 30;
setInterval(function() {
drawObjects();
movePlayer();
damageTest();
}, 1000/framesPerSecond);
}
// Drawing function
function colorRect(x,y, width,height, color, health) {
this.width = width;
this.height = height;
this.x = x;
this.y = y;
this.color = color;
this.health = health;
this.update = function() {
this.draw();
}
this.draw = function() {
canvasContext.beginPath();
canvasContext.rect(this.x, this.y, this.width, this.height);
canvasContext.fillStyle = this.color;
canvasContext.fill();
canvasContext.closePath();
}
};
// Creating Objects
var Screen = new colorRect( 0, 0, 600, 480, 'black', 0);
var Player = new colorRect( PLAYER_X, PLAYER_Y, PLAYER_WIDTH, PLAYER_HEIGHT, 'red', PLAYER_HEALTH);
var Box = new colorRect( 200, 200, 30, 30, 'green', 0);
var Spike = new colorRect( 300, 300, 25, 25, 'white', 0);
// Drawing Objects
function drawObjects() {
Screen.update();
Spike.update();
Player.update();
Box.update();
}
//Collision Test
function collides( a, b ) {
return a.x < b.x + b.width &&
a.x + a.width > b.x &&
a.y < b.y + b.height &&
a.y + a.height > b.y;
}
//Movement based on keypress events
function movePlayer() {
if(collides( Player, Box ) === false) {
if(keyHeld_Up) {
Player.y -= 2;
}
if(keyHeld_Down) {
Player.y += 2;
}
if(keyHeld_Left) {
Player.x -= 2;
}
if(keyHeld_Right) {
Player.x += 2;
}
}
}
//Testing Collision for damage
function damageTest() {
if(collides( Player, Spike ) === true) {
Player.health -= 1;
}
//Displaying Health in <body>
document.getElementById("Health").innerHTML = "Health: " + Player.health;
}
</script>
</body>
</html>
我写的代码在击中盒子时完全停止了玩家的轨迹,但是当物体在另一个物体的两侧碰撞时,你可以创建单独的碰撞环境,并使用这些环境来检测碰撞。
我希望这对你有帮助!如果你对这段代码有任何疑问,尽管问吧!(要运行代码片段,您可能需要全屏并在画布内单击)
https://stackoverflow.com/questions/52188419
复制相似问题