javascript html5 画布中的碰撞检测
声明:本页面是StackOverFlow热门问题的中英对照翻译,遵循CC BY-SA 4.0协议,如果您需要使用它,必须同样遵循CC BY-SA许可,注明原文地址和作者信息,同时你必须将它归于原作者(不是我):StackOverFlow
原文地址: http://stackoverflow.com/questions/20885297/
Warning: these are provided under cc-by-sa 4.0 license. You are free to use/share it, But you must attribute it to the original authors (not me):
StackOverFlow
Collision detection in html5 canvas
提问by Sora
I'm trying to build a game where the user should place the circle inside a vertical bar but I'm having trouble in the collision detection function. Here is my jsfiddle : http://jsfiddle.net/seekpunk/QnBhK/1/
我正在尝试构建一个游戏,用户应该将圆圈放在垂直条内,但我在碰撞检测功能中遇到了问题。这是我的 jsfiddle:http: //jsfiddle.net/seekpunk/QnBhK/1/
if (collides(Bluecircle, longStand)) {
Bluecircle.y = longStand.y2;
Bluecircle.x = longStand.x2;
}
else if (collides(Bluecircle, ShortStand)) {
Bluecircle.y = ShortStand.y2;
Bluecircle.x = ShortStand.x2;
}
function collides(a, bar) {
return a.x == bar.x1 && a.y == bar.y1;
}
回答by markE
[ Edited to fix a typo and an omission ]
[已编辑以修复拼写错误和遗漏]
Here's how to hit-test a rectangle and a circle for collision:
以下是对矩形和圆形进行碰撞测试的方法:
Demo: http://jsfiddle.net/m1erickson/n6U8D/
演示:http: //jsfiddle.net/m1erickson/n6U8D/
var circle={x:100,y:290,r:10};
var rect={x:100,y:100,w:40,h:100};
// return true if the rectangle and circle are colliding
function RectCircleColliding(circle,rect){
var distX = Math.abs(circle.x - rect.x-rect.w/2);
var distY = Math.abs(circle.y - rect.y-rect.h/2);
if (distX > (rect.w/2 + circle.r)) { return false; }
if (distY > (rect.h/2 + circle.r)) { return false; }
if (distX <= (rect.w/2)) { return true; }
if (distY <= (rect.h/2)) { return true; }
var dx=distX-rect.w/2;
var dy=distY-rect.h/2;
return (dx*dx+dy*dy<=(circle.r*circle.r));
}
[Added answer given clarification]
[添加了澄清的答案]
...And this is how to test if the circle is completely contained in the rectangle
...这是如何测试圆是否完全包含在矩形中
Demo: http://jsfiddle.net/m1erickson/VhGcT/
演示:http: //jsfiddle.net/m1erickson/VhGcT/
// return true if the circle is inside the rectangle
function CircleInsideRect(circle,rect){
return(
circle.x-circle.r>rect.x &&
circle.x+circle.r<rect.x+rect.w &&
circle.y-circle.r>rect.y &&
circle.y+circle.r<rect.y+rect.h
)
}