在javascript游戏中,使画布中的两个移动形状不重叠(碰撞)
所以我对javascript还不熟悉,我试着让它看起来像一个游戏。。。在这个游戏中,红球可以移动,蓝球应该跟随红球,就像蓝球应该朝向红球一样 现在他们正在跟踪,但蓝球相互重叠,最后只交了一个球 我不希望这个重叠。。。如何阻止这种情况 这是我的密码在javascript游戏中,使画布中的两个移动形状不重叠(碰撞),javascript,html,css,canvas,Javascript,Html,Css,Canvas,所以我对javascript还不熟悉,我试着让它看起来像一个游戏。。。在这个游戏中,红球可以移动,蓝球应该跟随红球,就像蓝球应该朝向红球一样 现在他们正在跟踪,但蓝球相互重叠,最后只交了一个球 我不希望这个重叠。。。如何阻止这种情况 这是我的密码 const canvas = document.getElementById("game"); const context = canvas.getContext("2d"); canvas.width = window.innerWidth-20;
const canvas = document.getElementById("game");
const context = canvas.getContext("2d");
canvas.width = window.innerWidth-20;
canvas.height = window.innerHeight-20;
let gameover = false;
let x = canvas.width / 2;
let y = canvas.height / 2;
let dx = 0;
let dy = 0;
x3=y3=0;
virx = new Array();
viry = new Array();
for (i=0; i<25; i++)
{
virx.push(Math.floor((Math.random() * window.innerWidth-20) + 1));
viry.push(Math.floor((Math.random() * window.innerHeight-20) + 1));
}
const state = {
"ArrowRight": false,
"ArrowLeft": false,
"ArrowUp": false,
"ArrowDown": false
}
function draw() {
context.clearRect(0, 0, canvas.width, canvas.height);
context.beginPath();
context.arc(x, y, 10, 0, Math.PI * 2, false);
context.fillStyle = "red";
context.fill();
context.closePath();
for (i=0; i<25; i++)
{
newpoint();
context.beginPath();
context.arc(virx[i], viry[i], 10, 0, Math.PI * 2, false);
context.fillStyle = "blue";
context.fill();
context.closePath();
}
}
function logic() {
const direction = determineDirection();
if (direction.dx) {
dx = dx + direction.dx;
}
if (direction.dy) {
dy = dy + direction.dy;
}
x = x + dx;
y = y + dy;
if (dx > 0) {
dx -= 0.02;
}
if (dx < 0) {
dx += 0.02;
}
if (dy > 0) {
dy -= 0.02;
}
if (dy < 0) {
dy += 0.02;
}
}
function play() {
draw();
logic();
}
document.addEventListener("keydown", keyDownHandler, false);
document.addEventListener("keyup", keyUpHandler, false);
function newpoint()
{
flag=0;
vx= x - virx[i];
vy= y - viry[i];
vsize = Math.sqrt((vx*vx) + (vy*vy));
vn_x = vx / vsize;
vn_y = vy / vsize;
newx = virx[i] + 0.5 * vn_x;
newy = viry[i] + 0.5 * vn_y;
// virx[i] = newx;
// viry[i] = newy;
// for (j=0; j<25; j++)
// {
// c = Math.sqrt(Math.pow((virx[j]-newx), 2)+Math.pow((viry[j]-newy), 2));
// if (c<20)
// {
// flag=1;
// }
// }
if (flag==0)
{
virx[i] = newx;
viry[i] = newy;
}
}
function determineDirection() {
const {
ArrowRight,
ArrowLeft,
ArrowUp,
ArrowDown
} = state
if (ArrowRight && ArrowUp) {
return {
dx: .040,
dy: -.040
};
}
if (ArrowRight && ArrowDown) {
return {
dx: .040,
dy: .040
};
}
if (ArrowLeft && ArrowUp) {
return {
dx: -.040,
dy: -.040
};
}
if (ArrowLeft && ArrowDown) {
return {
dx: -.040,
dy: .040
};
}
if (ArrowLeft) {
return {
dx: -.040,
dy: 0
}
}
if (ArrowRight) {
return {
dx: .040,
dy: 0
}
}
if (ArrowUp) {
return {
dx: 0,
dy: -.040
}
}
if (ArrowDown) {
return {
dx: 0,
dy: .040
}
}
return {
dx: 0,
dy: 0
}
}
function keyDownHandler({
key
}) {
state[key] = true;
}
function keyUpHandler({
key
}) {
state[key] = false;
}
setInterval(play, 10);
const canvas=document.getElementById(“游戏”);
const context=canvas.getContext(“2d”);
canvas.width=window.innerWidth-20;
canvas.height=window.innerHeight-20;
让gameover=false;
设x=canvas.width/2;
设y=canvas.height/2;
设dx=0;
设dy=0;
x3=y3=0;
virx=新数组();
viry=新数组();
对于(i=0;i=0){
dy-=0.02;
}
if(dy<0){
dy+=0.02;
}
}
函数播放(){
draw();
逻辑();
}
文档。addEventListener(“keydown”,keyDownHandler,false);
文件。addEventListener(“keyup”,keyUpHandler,false);
函数newpoint()
{
flag=0;
vx=x-virx[i];
vy=y-viry[i];
vsize=Math.sqrt((vx*vx)+(vy*vy));
vn_x=vx/vsize;
vn_y=vy/vsize;
newx=virx[i]+0.5*vn_x;
newy=viry[i]+0.5*vn_y;
//virx[i]=newx;
//viry[i]=newy;
//对于(j=0;j