У меня есть простая игра в понг, где я могу забить мяч и проверить, нет ли столкновений на данный момент.У меня были столкновения с X и Y работающими, но так как я добавил углы к траектории шара, столкновения в координате X иногда терпят неудачу, не знаю почему.Так что это то, что у меня есть на данный момент, проверка коллизий выполняется функцией ballMovementHandler .
var canvas;
var ctx;
var player;
var ball;
var gameStarted;
var flagY;
var flagX;
var angle;
function init() {
canvas = document.getElementById('myCanvas')
if (canvas.getContext) {
ctx = canvas.getContext('2d')
setCanvasSize(ctx)
player = new Player()
ball = new Ball()
attachKeyboardListeners()
reset();
animate();
}
}
function reset() {
flagX = -1;
flagY = -1;
angle = 90;
gameStarted = false
player = new Player();
ball = new Ball();
}
function animate () {
ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height);
drawIce()
player.drawPlayer();
ball.drawBall();
playerMovementeHandler()
if(gameStarted) {
ballMovementHandler();
}
window.requestAnimationFrame(animate);
}
function playerMovementeHandler() {
if(player.left === true) {
if(player.x > 0) {
player.movePlayer(-SPEED);
if(!gameStarted) {
ball.moveBallWithPlayer(-SPEED);
}
}
}
if(player.right === true) {
if(player.x + player.width < ctx.canvas.width) {
player.movePlayer(SPEED);
if(!gameStarted) {
ball.moveBallWithPlayer(SPEED);
}
}
}
}
function ballMovementHandler() {
if(ball.y - ball.radius <= 0) {
flagY = 1;
}
if(ball.y + ball.radius === player.y) {
if(ball.x + ball.radius >= player.x && ball.x < player.x + player.width) {
angle = playerAngleHandler()
flagY = -1;
}
else {
reset();
}
}
if(ball.x - ball.radius <= 0) {
flagX = 1;
}
if(ball.x + ball.radius >= ctx.canvas.width) {
flagX = -1;
}
radians = angle * Math.PI/ 180;
ball.moveBallY(Math.sin(radians) * ball.speed * flagY);
ball.moveBallX(Math.cos(radians) * ball.speed * flagX);
}
function playerAngleHandler() {
var angle = 90;
if(ball.x + ball.radius <= player.x + 25) {
angle = 35;
} else if(ball.x + ball.radius >= player.x + player.width - 25) {
angle = 135;
} else if(ball.x + ball.radius >= player.x + player.width - 50) {
angle = 120
} else if(ball.x + ball.radius <= player.x + 50 ) {
angle = 50;
} else if(ball.x + ball.radius <= player.x + 75) {
angle = 75;
} else if( ball.x + ball.radius >= player.x + player.width - 75 ) {
angle = 100;
}
return angle;
}
function drawIce() {
ctx.fillStyle = 'rgb(134,214,216)'
ctx.fillRect(0,ctx.canvas.height - Y_OFFSET + player.height + 10, ctx.canvas.width, Y_OFFSET)
}
function setCanvasSize() {
ctx.canvas.width = window.innerWidth;
ctx.canvas.height = window.innerHeight;
}
function keyboardEvent(keyCode, keyStatus) {
switch(keyCode) {
case 37:
player.left = keyStatus;
break;
case 39:
player.right = keyStatus;
break;
case 32:
gameStarted = true;
break;
}
}
function attachKeyboardListeners() {
document.addEventListener('keydown', function(e) {
keyboardEvent(e.keyCode, true)
})
document.addEventListener('keyup', function(e) {
keyboardEvent(e.keyCode, false)
})
}
init();
ball.js
// defines player configuration behaviour
const BALL_POSITION_Y = 100;
const RADIUS = 12;
const BALL_SPEED = 10;
function Ball(x = ctx.canvas.width/2, y = ctx.canvas.height - Y_OFFSET - RADIUS, radius = RADIUS, color = 'rgb(100,149,237)', speed = BALL_SPEED) {
this.x = x;
this.y = y;
this.radius = radius;
this.color = color;
this.speed = speed;
this.drawBall = function() {
ctx.fillStyle = this.color;
ctx.beginPath();
ctx.arc(this.x,this.y,this.radius,0,2*Math.PI);
ctx.fill();
}
// for inital game started
this.moveBallWithPlayer = function(deltaX) {
this.x += deltaX;
}
this.moveBallY = function(flag) {
this.y = this.y + flag;
}
this.moveBallX = function(flag) {
this.x = this.x + flag;
}
}
player.js
// defines player configuration behaviour
const PLAYER_WIDTH = 200;
const Y_OFFSET = 100;
const PLAYER_HEIGHT = 30;
const SPEED = 6;
function Player(x = ctx.canvas.width/2 - PLAYER_WIDTH/2, y = ctx.canvas.height - Y_OFFSET, width = PLAYER_WIDTH, height = PLAYER_HEIGHT, color = 'rgba(0,0,0)') {
this.left = false;
this.right = false;
this.x = x;
this.y = y;
this.width = width;
this.height = height;
this.color = color;
this.movePlayer = function(deltaX) {
this.x += deltaX;
}
this.drawPlayer = function() {
ctx.fillStyle = this.color;
ctx.fillRect(this.x, this.y, this.width, this.height);
}
}