html5 迷宫游戏(碰撞检测)实例一
2016-07-13来源:

通过鼠标拖拽在画布上添加墙壁,通过方向键控制多边形上下左右移动,遇到墙壁则无法前进,下面为大家介绍下需要解决的问题及具体的实现代码,感兴趣的朋友可以学习下

需要解决的问题

鼠标按下,鼠标拖动,鼠标释放事件的检测

多边形的绘制

墙壁的绘制

多边形和墙壁的碰撞检测(实质上是圆和线段的相交判断)

MYCode:

代码如下:

<html>

<head>

<title>迷宫</title>

<script>

var canvas_width = 900;

var canvas_height = 350;

var ctx;

var canvas;

var everything = [];

var cur_wall;

var wall_width;

var wall_style = "rgb(200,0,200)";

var walls = [];

var in_motion = false;

var unit = 10;

function Token(sx, sy, rad, style_string, n)

{

this.sx = sx;

this.sy = sy;

this.rad = rad;

this.draw = draw_token;

this.n = n;

this.angle = (2 * Math.PI) / n;

this.move = move_token;

this.fill_style = style_string;

}

function draw_token()//绘制正n边形

{

ctx.fill_style = this.fill_style;

ctx.beginPath();

var i;

var rad = this.rad;

ctx.moveTo(this.sx + rad * Math.cos(-0.5 * this.angle), this.sy + rad * Math.sin(-0.5 * this.angle));

for (i = 1; i < this.n; i++)

ctx.lineTo(this.sx + rad * Math.cos((i - 0.5) * this.angle), this.sy + rad * Math.sin((i - 0.5) * this.angle));

ctx.fill();

}

function move_token(dx, dy)

{

this.sx += dx;

this.sy += dy;

var i;

var wall;

for (i = 0; i < walls.length; i++)

{

wall = walls[i];

if (intersect(wall.sx, wall.sy, wall.fx, wall.fy, this.sx, this.sy, this.rad))

{

this.sx -= dx;

this.sy -= dy;

break;

}

}

}

function Wall(sx, sy, fx, fy, width, styleString)

{

this.sx = sx;

this.sy = sy;

this.fx = fx;

this.fy = fy;

this.width = width;

this.draw = draw_line;

this.strokeStyle = styleString;

}

function draw_line()

{

ctx.lineWidth = this.width;

ctx.strokeStye = this.strokeStyle;

ctx.beginPath();

ctx.moveTo(this.sx, this.sy);

ctx.lineTo(this.fx, this.fy);

ctx.stroke();

}

//note

var mypent = new Token(100, 100, 20, "rgb(0,0,250)", 5);

everything.push(mypent);

function init()

{

canvas = document.getElementById("canvas");

ctx = canvas.getContext('2d');

//note

canvas.addEventListener('mousedown', start_wall, false);

canvas.addEventListener('mousemove', stretch_wall, false);

canvas.addEventListener('mouseup', finish_wall, false);

window.addEventListener('keydown', getkey_and_move, false);

draw_all();

}

function start_wall(ev)

{

var mx;

var my;

if (ev.layerX || ev.layerx == 0)

{

mx = ev.layerX;

my = ev.layerY;

}

else if (ev.offsetX || ev.offsetX == 0)

{

mx = ev.offsetX;

my = ev.offsetY;

}

cur_wall = new Wall(mx, my, mx + 1, my + 1, wall_width, wall_style);

in_motion = true;

everything.push(cur_wall);

draw_all();

}

function stretch_wall(ev)

{

if (in_motion)

{

var mx;

var my;

if (ev.layerX || ev.layerX == 0)

{

mx = ev.layerX;

my = ev.layerY;

}

else if (ev.offsetX || ev.offsetX == 0)

{

mx = ev.offsetX;

my = ev.offsetY;

}

cur_wall.fx = mx;

cur_wall.fy = my;

draw_all();

}

}

function finish_wall(ev)

{

in_motion = false;

walls.push(cur_wall);

}

function draw_all()

{

ctx.clearRect(0, 0, canvas_width, canvas_height);

var i;

for (i = 0; i < everything.length; i++)

{

everything[i].draw();

}

}

function getkey_and_move(event)

{

var keyCode;

if (event == null)

{

keyCode = window.event.keyCode;

window.event.preventDefault();

}

else

{

keyCode = event.keyCode;

event.preventDefault();

}

switch (keyCode)

{

case 37://left arrow

mypent.move(-unit, 0);

break;

case 38://up arrow

mypent.move(0, -unit);

break;

case 39://right arrow

mypent.move(unit, 0);

break;

case 40:

mypent.move(0, unit);

break;

default:

//window.removeEventListener('keydown', getkey_and_move, false);

}

draw_all();

}

function intersect(sx, sy, fx, fy, cx, cy, rad)

{

var dx;

var dy;

var t;

var rt;

dx = fx - sx;

dy = fy - sy;

t = 0.0 - (((sx - cx) * dx + (sy - cy) * dy) / (dx * dx + dy * dy));

if (t < 0.0)

{

t = 0.0;

}

else if (t > 1.0)

t = 1.0;

var dx1 = (sx + t * dx) - cx;

var dy1 = (sy + t * dy) - cy;

var rt = dx1 * dx1 + dy1 * dy1;

if (rt < rad * rad)

return true;

else

return false;

}

</script>

<body onLoad="init();">

<canvas id="canvas" width="900" height="350"></canvas>

</body>

</html>

难点

多边形和线段碰撞检测的方法

函数intersect()负责检测多边形和线段是否相交

记线段上一点p(x,y)

线段2个端点是(sx,sy)和(fx,fy)

dx=fx-sx

dy=fy-sy

x和y可以表示如下

x=sx+t*dx

y=sy+t*dy

要判断线段和多边形是否相交,转化为判断线段和多边形的外接圆是否相交

为此需要找到线段上离圆心o最近的一点p

如果|op|<圆的半径,则可以判断线段和圆相交。

否则不相交。

怎么找到线段上离圆心距离最近的点呢?

p点到o点的距离可以表示为

distance=sqrt((x-cx)*(x-cx)+(y-cy)*(y-cy));

代入

x=sx+t*dx和y=sy+t*dy

可以得到distance是一个关于t的函数

对此函数求导

求出函数值为0时对应的t值就可以得到距离圆心最近的点

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