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javascript - 使一个圆重叠时不被另一个圆排斥?

转载 作者:行者123 更新时间:2023-11-29 15:16:54 25 4
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我写了一段代码,其中有两个圆圈跟随鼠标。我设法进行了碰撞检测,目前它工作得很好,但我不能让圆圈在不被排斥的情况下保持在一起。

我曾尝试使用一个 bool 值,只要它们重叠就设置为真,然后我检查该 bool 值是否为真,我再次将加速度乘以 -1,但它不起作用,因为它们只会“合并” ”。

我也试过将另一个圆的半径添加到它的位置,但它只是做了一个“传送”。这不是学校作业,这是个人项目:) )

编辑:预期的行为是不被另一个圆圈排斥,而是保持在一起并围绕圆圈移动并前进到鼠标位置而不被排斥。就像在游戏 agar.io 中一样,当您在细胞移动和碰撞时 split 它们时,它们不会排斥,但它们会平滑地围绕彼此移动。

// Setting all up
const canvas = document.getElementById("cv");
const ctx = canvas.getContext("2d");
canvas.width = innerWidth;
canvas.height = innerHeight;

// Math Variables and utilities
const PI = Math.PI;
const TWO_PI = PI * 2;
const HALF_PI = PI / 2;

const random = (n1, n2 = 0) => {
return Math.random() * (n2 - n1) + n1;
};

const distance = (n1, n2, n3, n4) => {
let dX = n1 - n3;
let dY = n2 - n4;
return Math.sqrt(dX * dX + dY * dY);
};

let circles = []; // Array that stores the two circles
let mouse = {
x: 0,
y: 0
}; // mouse object

// Creating the circle class

function Circle(px, py, r, ctx) {
this.x = px; // X Position
this.y = py; // Y Position
this.r = r; // Radius
this.ctx = ctx; // Canvas context
this.acc = 0.005; // HardCoded acceleration value

// Draw circle function
this.show = function() {
this.ctx.beginPath();
this.ctx.fillStyle = "#fff";
this.ctx.arc(this.x, this.y, this.r, 0, TWO_PI, false);
this.ctx.fill();
};

this.update = function(x, y) {
// Distance between the mouse's X and Y coords and circle's // X and Y coords
let dist = {
x: x - this.x,
y: y - this.y
};

// Distance formula stated above
let d = distance(x, y, this.x, this.y);
if (d > 1) {
this.x += dist.x * this.acc;
this.y += dist.y * this.acc;
}
};

// Circle collision
this.collides = function(other) {
let d1 = distance(this.x, this.y, other.x, other.y);
if (d1 <= other.r + this.r) {
//this.acc *= -1;
// Do stuff to make the circle that collides to round the other
// Without getting inside it
}
}
}

// Generating the circles
const genCircles = () => {
// Just generating two circles
for (let i = 0; i < 2; i++) {
circles.push(new Circle(random(canvas.width / 2), random(canvas.height / 2), 50, ctx));
}
};
genCircles();

// Displaying and updating the circles
const showCircles = () => {
for (let i = 0; i < circles.length; i++) {
// Mouse Event to update mouse's coords
canvas.addEventListener("mousemove", (e) => {
mouse.x = e.x;
mouse.y = e.y;
}, true);
// Iterating over the circles to check for collision
for (let j = 0; j < circles.length; j++) {
if (i !== j) {
circles[i].collides(circles[j])
}
}
// Doing the movement and the display functions
circles[i].update(mouse.x, mouse.y);
circles[i].show();
}
};

// Loop to make it run
const update = () => {
requestAnimationFrame(update);
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.fillStyle = "#000";
ctx.fillRect(0, 0, canvas.width, canvas.height);
showCircles();
};

update();
html body {
margin: 0;
padding: 0;
overflow: hidden;
display: block;
}
<canvas id="cv"></canvas>

最佳答案

它远非完美,但这是我想出的:您可以根据碰撞的圆圈更新每个圆圈的“中心”xy .对于每个碰撞的圆,xy 成为这些圆的两个中心值之间的中间点。这些值未设置为 this.xthis.y 否则它们会奇怪地跳转。相反,这个新的“相对”xy 仅在确定每次绘制的行进距离时计算和使用。底部的代码片段不能完全正确地工作,因为它最终没有在正确的 x,y 处结束,但可以让您了解它应该做什么。其他任何人都可以随意在我的答案或对我的编辑的基础上进行构建。

// Setting all up
const canvas = document.getElementById("cv");
const ctx = canvas.getContext("2d");
canvas.width = innerWidth;
canvas.height = innerHeight;

// Math Variables and utilities
const PI = Math.PI;
const TWO_PI = PI * 2;
const HALF_PI = PI / 2;

const random = (n1, n2 = 0) => {
return Math.random() * (n2 - n1) + n1;
};

const distance = (n1, n2, n3, n4) => {
let dX = n1 - n3;
let dY = n2 - n4;
return Math.sqrt(dX * dX + dY * dY);
};

let circles = []; // Array that stores the two circles
let mouse = {
x: 0,
y: 0
}; // mouse object

// Creating the circle class

function Circle(px, py, r, ctx) {
this.x = px; // X Position
this.y = py; // Y Position
this.r = r; // Radius
this.ctx = ctx; // Canvas context
this.acc = 0.005; // HardCoded acceleration value

// Draw circle function
this.show = function() {
this.ctx.beginPath();
this.ctx.fillStyle = "#fff";
this.ctx.arc(this.x, this.y, this.r, 0, TWO_PI, false);
this.ctx.fill();
};

this.update = function(x, y) {
// Distance between the mouse's X and Y coords and circle's // X and Y coords

var reletave = {x: this.x, y: this.y};

circles.forEach((cir) => {
if(cir === this) return;
if(this.collides(cir)) {
var floor = {x: Math.floor(cir.x, reletave.x), y: Math.floor(cir.y, reletave.y)};
var dist = {x: Math.abs(cir.x - reletave.x), y: Math.abs(cir.y - reletave.y)};
reletave.x = floor.x + dist.x;
reletave.y = floor.y + dist.y;
}
})

let dist = {
x: x - reletave.x,
y: y - reletave.y
};

// Distance formula stated above
let d = distance(x, y, reletave.x, reletave.y);
if (d > 0) {
this.x += dist.x * this.acc;
this.y += dist.y * this.acc;
}
};

// Circle collision
this.collides = function(other) {
let d1 = distance(this.x, this.y, other.x, other.y);
return d1 <= other.r + this.r;
}
}

// Generating the circles
const genCircles = () => {
// Just generating two circles
for (let i = 0; i < 2; i++) {
var collides = true;
while(collides){
var circleAdd = new Circle(random(canvas.width / 2), random(canvas.height / 2), 50, ctx);
collides = false;
circles.forEach((cir) => {
collides = circleAdd.collides(cir) ? true : collides;
});
if(collides) delete circleAdd;
}
circles.push(circleAdd);
}
};
genCircles();

// Displaying and updating the circles
const showCircles = () => {
for (let i = 0; i < circles.length; i++) {
// Mouse Event to update mouse's coords
canvas.addEventListener("mousemove", (e) => {
mouse.x = e.x;
mouse.y = e.y;
}, true);
// Iterating over the circles to check for collision
for (let j = 0; j < circles.length; j++) {
if (i !== j) {
if(circles[i].collides(circles[j])) {
//circles[i].acc = circles[j].acc = 0;
}
}
}
// Doing the movement and the display functions
circles[i].update(mouse.x, mouse.y);
circles[i].show();
}
};

// Loop to make it run
const update = () => {
requestAnimationFrame(update);
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.fillStyle = "#000";
ctx.fillRect(0, 0, canvas.width, canvas.height);
showCircles();
};

update();
html body {
margin: 0;
padding: 0;
overflow: hidden;
display: block;
}
<canvas id="cv"></canvas>

关于javascript - 使一个圆重叠时不被另一个圆排斥?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/48229597/

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