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Javascript 冲突不起作用

转载 作者:行者123 更新时间:2023-12-03 23:42:52 26 4
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出于某种原因,我的代码无法正常工作。这应该是一个碰撞模拟,但球只是粘在一起,我似乎无法弄清楚为什么。我一直在使用 https://en.wikipedia.org/wiki/Elastic_collision#Two-dimensional_collision_with_two_moving_objects 中的方程式据我所知,我已经完美地复制了它,我什至添加了括号以确保操作顺序正确,但仍然没有成功

这是我的代码:

var canvas = document.getElementById("canvas"),
ctx = canvas.getContext("2d");

function Ball(){
this.pos = {
"x": Math.random() * canvas.width,
"y": Math.random() * canvas.height
};
this.vel = {
"x": Math.random() - 0.5,
"y": Math.random() - 0.5
};
this.r = 16;
this.colliding = false;
this.m = 1;
}

function mag(v){
return Math.sqrt((v.x * v.x) + (v.y * v.y));
}

function dir(v){
return Math.atan2(v.y, v.x);
}

function dist(a, b){
var dx = b.x - a.x,
dy = b.y - a.y;
return Math.sqrt(dx * dx + dy * dy);
}

var balls = [];
for(var i = 0; i < 10; i++){
balls.push(new Ball());
}

setInterval(function(){
for(var i = 0; i < balls.length; i++){
balls[i].pos.x += balls[i].vel.x;
balls[i].pos.y += balls[i].vel.y;

if(balls[i].pos.x + balls[i].r > canvas.width){
balls[i].pos.x = canvas.width - balls[i].r;
balls[i].vel.x *= -1;
}
if(balls[i].pos.x < balls[i].r){
balls[i].pos.x = balls[i].r;
balls[i].vel.x *= -1;
}
if(balls[i].pos.y + balls[i].r > canvas.height){
balls[i].pos.y = canvas.height - balls[i].r;
balls[i].vel.y *= -1;
}
if(balls[i].pos.y < balls[i].r){
balls[i].pos.y = balls[i].r;
balls[i].vel.y *= -1;
}

balls[i].colliding = false;
}

for(var i = 0; i < balls.length; i++){
for(var j = i + 1; j < balls.length; j++){
if(mag(balls[i].vel) < 0){
break;
}

if(dist(balls[i].pos, balls[j].pos) < balls[i].r + balls[j].r){
balls[i].colliding = true;

var contact = Math.atan2(balls[j].pos.y - balls[i].pos.y, balls[j].pos.x - balls[i].pos.x);

balls[i].vel.x = ((((mag(balls[i].vel) * Math.cos(dir(balls[i].vel) - contact) * (balls[i].m - balls[j].m)) + (2 * balls[j].m * mag(balls[j].vel) * Math.cos(dir(balls[j].vel) - contact))) / (balls[i].m + balls[j].m)) * Math.cos(contact)) + (mag(balls[i].vel) * Math.sin(dir(balls[i].vel) - contact) * Math.cos(contact + (Math.PI / 2)));
balls[i].vel.y = ((((mag(balls[i].vel) * Math.cos(dir(balls[i].vel) - contact) * (balls[i].m - balls[j].m)) + (2 * balls[j].m * mag(balls[j].vel) * Math.cos(dir(balls[j].vel) - contact))) / (balls[i].m + balls[j].m)) * Math.sin(contact)) + (mag(balls[i].vel) * Math.sin(dir(balls[i].vel) - contact) * Math.sin(contact + (Math.PI / 2)));

balls[j].vel.x = ((((mag(balls[j].vel) * Math.cos(dir(balls[j].vel) - contact) * (balls[j].m - balls[i].m)) + (2 * balls[i].m * mag(balls[i].vel) * Math.cos(dir(balls[i].vel) - contact))) / (balls[j].m + balls[i].m)) * Math.cos(contact)) + (mag(balls[j].vel) * Math.sin(dir(balls[j].vel) - contact) * Math.cos(contact + (Math.PI / 2)));
balls[j].vel.y = ((((mag(balls[j].vel) * Math.cos(dir(balls[j].vel) - contact) * (balls[j].m - balls[i].m)) + (2 * balls[i].m * mag(balls[i].vel) * Math.cos(dir(balls[i].vel) - contact))) / (balls[j].m + balls[i].m)) * Math.sin(contact)) + (mag(balls[j].vel) * Math.sin(dir(balls[j].vel) - contact) * Math.sin(contact + (Math.PI / 2)));
}
}
}

ctx.clearRect(0, 0, canvas.width, canvas.height);
for(var i = 0; i < balls.length; i++){
ctx.beginPath();

if(balls[i].colliding){
ctx.fillStyle = "#f00";
}else{
ctx.fillStyle = "#0f0";
}


ctx.arc(balls[i].pos.x, balls[i].pos.y, balls[i].r, 0, 2 * Math.PI);
ctx.fill();
}
}, 16);
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title></title>
</head>
<body>
<canvas id="canvas" width="640" height="480"></canvas>
<script src="main.js"></script>
</body>
</html>

最佳答案

首先,我在碰撞时颠倒了球 j 的新 velX 和 velY,您的碰撞系统似乎工作正常。然而,如果你仔细观察,你会发现它们像你提到的那样被卡住了,那是因为球每刻可以移动超过一个像素,导致球在另一个像素内移动,因此碰撞将不断尝试直到它们不在里面。为防止出现这种情况,如果距离小于组合半径,您需要调整 velX 和 velY。

var canvas = document.getElementById("canvas"),
ctx = canvas.getContext("2d");

function Ball(){
this.pos = {
"x": Math.random() * canvas.width,
"y": Math.random() * canvas.height
};
this.vel = {
"x": Math.random() - 0.5,
"y": Math.random() - 0.5
};
this.r = 16;
this.colliding = false;
this.m = 1;
}

function mag(v){
return Math.sqrt((v.x * v.x) + (v.y * v.y));
}

function dir(v){
return Math.atan2(v.y, v.x);
}

function dist(a, b){
var dx = b.x - a.x,
dy = b.y - a.y;
return Math.sqrt(dx * dx + dy * dy);
}

var balls = [];
for(var i = 0; i < 10; i++){
balls.push(new Ball());
}

setInterval(function(){
for(var i = 0; i < balls.length; i++){
balls[i].pos.x += balls[i].vel.x;
balls[i].pos.y += balls[i].vel.y;

if(balls[i].pos.x + balls[i].r > canvas.width){
balls[i].pos.x = canvas.width - balls[i].r;
balls[i].vel.x *= -1;
}
if(balls[i].pos.x < balls[i].r){
balls[i].pos.x = balls[i].r;
balls[i].vel.x *= -1;
}
if(balls[i].pos.y + balls[i].r > canvas.height){
balls[i].pos.y = canvas.height - balls[i].r;
balls[i].vel.y *= -1;
}
if(balls[i].pos.y < balls[i].r){
balls[i].pos.y = balls[i].r;
balls[i].vel.y *= -1;
}

balls[i].colliding = false;
}

for(var i = 0; i < balls.length; i++){
for(var j = i + 1; j < balls.length; j++){
if(mag(balls[i].vel) < 0){
break;
}

if(dist(balls[i].pos, balls[j].pos) < balls[i].r + balls[j].r){
balls[i].colliding = true;

var contact = Math.atan2(balls[j].pos.y - balls[i].pos.y, balls[j].pos.x - balls[i].pos.x);

balls[i].vel.x = ((((mag(balls[i].vel) * Math.cos(dir(balls[i].vel) - contact) * (balls[i].m - balls[j].m)) + (2 * balls[j].m * mag(balls[j].vel) * Math.cos(dir(balls[j].vel) - contact))) / (balls[i].m + balls[j].m)) * Math.cos(contact)) + (mag(balls[i].vel) * Math.sin(dir(balls[i].vel) - contact) * Math.cos(contact + (Math.PI / 2)));
balls[i].vel.y = ((((mag(balls[i].vel) * Math.cos(dir(balls[i].vel) - contact) * (balls[i].m - balls[j].m)) + (2 * balls[j].m * mag(balls[j].vel) * Math.cos(dir(balls[j].vel) - contact))) / (balls[i].m + balls[j].m)) * Math.sin(contact)) + (mag(balls[i].vel) * Math.sin(dir(balls[i].vel) - contact) * Math.sin(contact + (Math.PI / 2)));

balls[j].vel.x = -((((mag(balls[j].vel) * Math.cos(dir(balls[j].vel) - contact) * (balls[j].m - balls[i].m)) + (2 * balls[i].m * mag(balls[i].vel) * Math.cos(dir(balls[i].vel) - contact))) / (balls[j].m + balls[i].m)) * Math.cos(contact)) + (mag(balls[j].vel) * Math.sin(dir(balls[j].vel) - contact) * Math.cos(contact + (Math.PI / 2)));
balls[j].vel.y = -((((mag(balls[j].vel) * Math.cos(dir(balls[j].vel) - contact) * (balls[j].m - balls[i].m)) + (2 * balls[i].m * mag(balls[i].vel) * Math.cos(dir(balls[i].vel) - contact))) / (balls[j].m + balls[i].m)) * Math.sin(contact)) + (mag(balls[j].vel) * Math.sin(dir(balls[j].vel) - contact) * Math.sin(contact + (Math.PI / 2)));
}
}
}

ctx.clearRect(0, 0, canvas.width, canvas.height);
for(var i = 0; i < balls.length; i++){
ctx.beginPath();

if(balls[i].colliding){
ctx.fillStyle = "#f00";
}else{
ctx.fillStyle = "#0f0";
}


ctx.arc(balls[i].pos.x, balls[i].pos.y, balls[i].r, 0, 2 * Math.PI);
ctx.fill();
}
}, 16);
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title></title>
</head>
<body>
<canvas id="canvas" width="640" height="480"></canvas>
<script src="main.js"></script>
</body>
</html>

关于Javascript 冲突不起作用,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/46446149/

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