As the title suggests, I am having trouble with object collision... I am currently working on a 2d Html5 canvas game using JavaScript. I know how to keep the "player" object from going outside the width/height of the game canvas, and i know how to do something when the player collides with an object (such as a power up or enemy or whatever) but i just don't know how to make a "solid" object meaning when the player hits the solid object, the player just stops, and cannot go through the solid object.
This is what I have now (not all the code just what I feel is relevant, sorry if it's too much/too little.:
var canvasPlayer = document.getElementById('canvasPlayer'); var ctxPlayer = canvasPlayer.getContext('2d'); var canvasWalls = document.getElementById('canvasWalls'); var ctxWalls = canvasWalls.getContext('2d'); function checkKeyDown(e) { var keyID = (e.keyCode) || e.which; if (keyID === 38 || keyID === 87) { // up arrow OR W key if (!player1.isDownKey && !player1.isLeftKey && !player1.isRightKey) { player1.isUpKey = true; e.preventDefault(); } } if (keyID === 39 || keyID === 68) { //right arrow OR D key if (!player1.isDownKey && !player1.isLeftKey && !player1.isUpKey) { player1.isRightKey = true; e.preventDefault(); } } if (keyID === 40 || keyID === 83) {//down arrow OR S key if (!player1.isUpKey && !player1.isLeftKey && !player1.isRightKey) { player1.isDownKey = true; e.preventDefault(); } } if (keyID === 37 || keyID === 65) {//left arrow OR A key if (!player1.isDownKey && !player1.isUpKey && !player1.isRightKey) { player1.isLeftKey = true; e.preventDefault(); } } } Walls.prototype.draw = function (){ ctxWalls.drawImage(imgSprite,this.srcX,this.srcY,this.width,this.height,this.drawX,this.drawY,this.width,this.height); this.checkHitPlayer(); }; Walls.prototype.checkHitPlayer = function() { if (this.drawX > player1.drawX && this.drawX = player1.drawY && this.drawY
This works... except when trying to go up or left, the player only moves maybe 2-3 pixels, so it takes 3 left or up arrows to go left or up. As well the player can move straight through the wall which is not what i want. Any help is much appreciated sorry if i included too much or not enough code. Oh, i also forgot to mention the game is a puzzle game, and I have it set-up so a player can only move one direction at a time until hitting a wall.
回答1:
If you just want your player to stop when the reach a wall, you can apply some math:
For example: assume your player is a 10px by 10px rectangle and the right wall's X position is 200.
The X position of the right side of the rectangle is calculated like this:
var playerRightSide = player.x + player.width;
You can test if the player has reached the wall like this:
if( playerRightSide >= 200 )
If the user tries to push their player beyond the wall, you would hold the player to the left of the wall using the players X position.
if( playerRightSide >= 200 ) { player.x = 190; }
The 190 is the wall's X position (200) minus the player's width (10).
Read further if you're interested in doing more advanced collision testing.
Many basic game collisions can be classified into 3 types:
Circle versus Circle collision
Rectangle versus Rectangle collision
Rectangle versus Circle collision
Here’s an illustration of how to detect each of these common collisions.
Assume you define a circle like this:
var circle1={ x:30, y:30, r:10 };
Assume you define a rectangle like this:
var rect1={ x:20, y:100, w:20, h:20 };
You can detect Circle vs Circle collisions like this...
...Using this Circle vs Circle collision-test code:
// return true if the 2 circles are colliding // c1 and c2 are circles as defined above function CirclesColliding(c1,c2){ var dx=c2.x-c1.x; var dy=c2.y-c1.y; var rSum=c1.r+c2.r; return(dx*dx+dy*dy
You can detect Rectangle vs Rectangle collisions like this...
...Using this Rectangle vs Rectangle collision-test code:
// return true if the 2 rectangles are colliding // r1 and r2 are rectangles as defined above function RectsColliding(r1,r2){ return !(r1.x>r2.x+r2.w || r1.x+r1.wr2.y+r2.h || r1.y+r1.h
You can detect Rectangle vs Circle collisions like this...
...Using this Rectangle vs Circle collision-test code:
// return true if the rectangle and circle are colliding // rect and circle are a rectangle and a circle as defined above function RectCircleColliding(rect,circle){ var dx=Math.abs(circle.x-(rect.x+rect.w/2)); var dy=Math.abs(circle.y-(rect.y+rect.y/2)); if( dx > circle.r+rect.w2 ){ return(false); } if( dy > circle.r+rect.h2 ){ return(false); } if( dx
For example, you can use these collision tests to respond to a player touching a power-up cube:
// create a circular player object // that's located at [30,30] and has a radius of 10px var player={x:30,y:30,r:10}; // create a rectangular power-up at position [200,30] var powerup={x:200, y:30, w:20, h:20}; // Let's say the user keys the player to coordinate [200,35] // (touching the power-up) player.x = 220; player.y = 35; // you can test if the circular player is touching the rectangular power-up if( RectCircleColliding(powerup,player) ) { // the player has collided with the power-up, give bonus power! player.power += 100; }