


HTML5 table tennis (collision detection) example two_html5 tutorial skills
May 16, 2016 pm 03:48 PMDemo address
http://koking.8u.hanmandarin.com/html5/1.html
A brief introduction
The ball can move freely inside the box
You can use the direction keys to control the black bricks to move up, down, left and right to collide with the ball
Code implementation
<script> <br>var ctx; <br>var canvas; <br>var ball_x=10; <br>var ball_y=10; <br>var ball_radius=10; <br>var ball_vx=10; <br>var ball_vy=8; <br>var wall_x=30; <br>var wall_y=40; <br>var wall_width=30; <br>var wall_height=60; <br>var box_x=0; <br>var box_y=0; <br>var box_width=300; <br>var box_height=300; <br>var bound_left=box_x ball_radius; <br>var bound_right=box_x box_width-ball_radius; <br>var bound_top=box_y ball_radius; <br>var bound_bottom=box_y box_height-ball_radius; <br>var unit=10; <br>function intersect(sx, sy, fx, fy, cx, cy, rad) <br>{ <br>var dx; <br>var dy; <br>var t; <br>var rt; <br>dx = fx - sx; <br>dy = fy - sy; <br>t = 0.0 - (((sx - cx) * dx (sy - cy) * dy) / (dx * dx dy * dy)); <br>if (t < 0.0) <br />{ <br />t = 0.0; <br />} <br />else if (t > 1.0) <br>t = 1.0; <br>var dx1 = (sx t * dx) - cx; <br>var dy1 = (sy t * dy) - cy; <br>var rt = dx1 * dx1 dy1 * dy1; <br>if (rt < rad * rad) <br />return true; <br />else <br />return false; <br />} <br />function move_ball() <br />{ <br />ball_x=ball_x ball_vx; <br />ball_y=ball_y ball_vy; <br />if(ball_x<bound_left) <br />{ <br />ball_x=bound_left; <br />ball_vx=-ball_vx; <br />} <br />if(ball_x>bound_right) <br>{ <br>ball_x=bound_right; <br>ball_vx=-ball_vx; <br>} <br>if(ball_y<bound_top) <br />{ <br />ball_y=bound_top; <br />ball_vy=-ball_vy; <br />} <br />if(ball_y>bound_bottom) <br>{ <br>ball_y=bound_bottom; <br>ball_vy=-ball_vy; <br>} <br>//撞到上邊 <br>if(intersect(wall_x,wall_y,wall_x wall_width,wall_y wall_height,ball_x,ball_y,ball_radius)) <br>{ <br>ball_y=wall_y-ball_radius; <br>ball_vy=-ball_vy; <br>} <br>//撞到左邊 <br>if(intersect(wall_x,wall_y,wall_x,wall_y wall_height,ball_x,ball_y,ball_radius)) <br>{ <br>ball_x=wall_x-ball_radius; <br>ball_vx=-ball_vx; <br>} <br>//撞到右邊 <br>if(intersect(wall_x wall_width,wall_y,wall_x wall_width,wall_y wall_height,ball_x,ball_y,ball_radius)) <br>{ <br>ball_x=wall_x wall_width ball_radius; <br>ball_vx=-ball_vx; <br>} <br>//撞到下邊 <br>if(intersect(wall_x,wall_y wall_height,wall_x wall_width,wall_y wall_height,ball_x,ball_y,ball_radius)) <br>{ <br>ball_y=wall_y wall_height ball_radius; <br>ball_vy=-ball_vy; <br>} <br>} <br>function move_wall(ev) <br>{ <br>var keyCode; <br>if(event==null) <br>{ <br>keyCode=window.event.keyCode; <br>window.event.preventDefault(); <br>} <br>else <br>{ <br>keyCode=event.keyCode; <br>event.preventDefault(); <br>} <br>switch(keyCode) <br>{ <br>case 37://left; <br>wall_x-=unit; <br>if(wall_x<bound_left) <br />wall_x=bound_left; <br />break; <br />case 38://up <br />wall_y-=unit; <br />if(wall_y<bound_top) <br />wall_y=bound_top; <br />break; <br />case 39://right <br />wall_x =unit; <br />if(wall_x wall_width>bound_right) <br>wall_x=bound_right-wall_width; <br>break; <br>case 40://down <br>wall_y =unit; <br>if(wall_y wall_height>bound_bottom) <br>wall_y=bound_bottom-wall_height; <br>break; <br>default: <br>break; <br>} <br>} <br>function draw_all() <br>{ <br>ctx.beginPath(); <br>ctx.clearRect(box_x,box_y,box_width,box_height); <br>ctx.fillStyle="rgb(255,0,0)"; <br>//ctx.lineWidth=ball_radius; <br>ctx.arc(ball_x,ball_y,ball_radius,0,Math.PI*2,true); <br>ctx.fill();//note <br>ctx.fillStyle="rgb(0,0,0)"; <br>ctx.fillRect(wall_x,wall_y,wall_width,wall_height); <br>ctx.strokeRect(box_x,box_y,box_width,box_height); <br>} <br>function init() <br>{ <br>canvas=document.getElementById('canvas'); <br>ctx=canvas.getContext('2d'); <br>draw_all(); <br>setInterval(draw_all,100); <br>setInterval(move_ball,50); <br>window.addEventListener('keydown',move_wall,false);//note <br>} <br></script>
難點(diǎn)
小球和磚塊的碰撞檢測(cè)以及碰撞處理
將磚塊分解為4條線段
分別對(duì)小球和每條線段進(jìn)行碰撞檢測(cè)。
小球和線段的碰撞檢測(cè)在另一篇文章http://www.jb51.net/html5/93997.html中有介紹。

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