我正在制作一个HTML Canvas演示来学习有关圆形之间的碰撞检测和响应。我相信检测代码是正确的,但响应数学方面还不完全正确。
该演示使用TypeScript实现,TypeScript是JavaScript的类型上集,可转译为纯JavaScript。
我相信问题存在于Circle类的checkCollision方法中,具体是用于计算新速度的数学公式。
蓝色圆圈的位置由鼠标控制(使用事件监听器)。如果红色圆圈从蓝色圆圈的右侧碰撞,碰撞响应似乎可以正常工作,但如果从左侧接近,则无法正确响应。
我正在寻找一些指导,以便我可以修改checkCollision的数学公式,以正确处理任何角度的碰撞。
这是一个CodePen,用于演示和开发环境: CodePen
该演示使用TypeScript实现,TypeScript是JavaScript的类型上集,可转译为纯JavaScript。
我相信问题存在于Circle类的checkCollision方法中,具体是用于计算新速度的数学公式。
蓝色圆圈的位置由鼠标控制(使用事件监听器)。如果红色圆圈从蓝色圆圈的右侧碰撞,碰撞响应似乎可以正常工作,但如果从左侧接近,则无法正确响应。
我正在寻找一些指导,以便我可以修改checkCollision的数学公式,以正确处理任何角度的碰撞。
这是一个CodePen,用于演示和开发环境: CodePen
class DemoCanvas {
canvasWidth: number = 500;
canvasHeight: number = 500;
canvas: HTMLCanvasElement = document.createElement('canvas');
constructor() {
this.canvas.width = this.canvasWidth;
this.canvas.height = this.canvasHeight;
this.canvas.style.border = '1px solid black';
this.canvas.style.position = 'absolute';
this.canvas.style.left = '50%';
this.canvas.style.top = '50%';
this.canvas.style.transform = 'translate(-50%, -50%)';
document.body.appendChild(this.canvas);
}
clear() {
this.canvas.getContext('2d').clearRect(0, 0, this.canvas.width, this.canvas.height);
}
getContext(): CanvasRenderingContext2D {
return this.canvas.getContext('2d');
}
getWidth(): number {
return this.canvasWidth;
}
getHeight(): number {
return this.canvasHeight;
}
getTop(): number {
return this.canvas.getBoundingClientRect().top;
}
getRight(): number {
return this.canvas.getBoundingClientRect().right;
}
getBottom(): number {
return this.canvas.getBoundingClientRect().bottom;
}
getLeft(): number {
return this.canvas.getBoundingClientRect().left;
}
}
class Circle {
x: number;
y: number;
xVelocity: number;
yVelocity: number;
radius: number;
color: string;
canvas: DemoCanvas;
context: CanvasRenderingContext2D;
constructor(x: number, y: number, xVelocity: number, yVelocity: number, color: string, gameCanvas: DemoCanvas) {
this.radius = 20;
this.x = x;
this.y = y;
this.xVelocity = xVelocity;
this.yVelocity = yVelocity;
this.color = color;
this.canvas = gameCanvas;
this.context = this.canvas.getContext();
}
public draw(): void {
this.context.fillStyle = this.color;
this.context.beginPath();
this.context.arc(this.x, this.y, this.radius, 0, 2 * Math.PI);
this.context.fill();
}
public move(): void {
this.x += this.xVelocity;
this.y += this.yVelocity;
}
checkWallCollision(gameCanvas: DemoCanvas): void {
let top = 0;
let right = 500;
let bottom = 500;
let left = 0;
if(this.y < top + this.radius) {
this.y = top + this.radius;
this.yVelocity *= -1;
}
if(this.x > right - this.radius) {
this.x = right - this.radius;
this.xVelocity *= -1;
}
if(this.y > bottom - this.radius) {
this.y = bottom - this.radius;
this.yVelocity *= -1;
}
if(this.x < left + this.radius) {
this.x = left + this.radius;
this.xVelocity *= -1;
}
}
checkCollision(x1: number, y1: number, r1: number, x2: number, y2: number, r2: number) {
let distance: number = Math.abs((x1 - x2) * (x1 - x2) + (y1 - y2) * (y1 - y2));
// Detect collision
if(distance < (r1 + r2) * (r1 + r2)) {
// Respond to collision
let newVelocityX1 = (circle1.xVelocity + circle2.xVelocity) / 2;
let newVelocityY1 = (circle1.yVelocity + circle1.yVelocity) / 2;
circle1.x = circle1.x + newVelocityX1;
circle1.y = circle1.y + newVelocityY1;
circle1.xVelocity = newVelocityX1;
circle1.yVelocity = newVelocityY1;
}
}
}
let demoCanvas = new DemoCanvas();
let circle1: Circle = new Circle(250, 250, 5, 5, "#F77", demoCanvas);
let circle2: Circle = new Circle(250, 540, 5, 5, "#7FF", demoCanvas);
addEventListener('mousemove', function(e) {
let mouseX = e.clientX - demoCanvas.getLeft();
let mouseY = e.clientY - demoCanvas.getTop();
circle2.x = mouseX;
circle2.y = mouseY;
});
function loop() {
demoCanvas.clear();
circle1.draw();
circle2.draw();
circle1.move();
circle1.checkWallCollision(demoCanvas);
circle2.checkWallCollision(demoCanvas);
circle1.checkCollision(circle1.x, circle1.y, circle1.radius, circle2.x, circle2.y, circle2.radius);
requestAnimationFrame(loop);
}
requestAnimationFrame(loop);