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javascriptcanvas检测小球碰撞的方法

这篇文章主要讲解了javascript canvas检测小球碰撞的方法,内容清晰明了,对此有兴趣的小伙伴可以学习一下,相信大家阅读完之后会有帮助。

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定义一个canvas标签

函数以及相关的逻辑处理

export default {
 data() {
  return {
   canvas: null,
   ctx: null,
   arcObj: {}
  };
 },
 mounted() {
  this.canvas = document.getElementById("canvas");
  this.ctx = this.canvas.getContext("2d");
  // this.move(); // 矩形的边缘碰撞函数
  // this.moveArc(); // 绘制碰撞圆形,对象形式
  this.moveRect()
 },
 methods: {
  move() {
   let x = 0;
   let y = 0;
   let width = 100;
   let height = 100;
   let speedX = 2;
   let speedY = 2;
   let ctx = this.ctx;
   ctx.fillStyle = "red";
   ctx.fillRect(x, y, width, height);
   setInterval(() => {
    ctx.clearRect(x, y, this.canvas.width, this.canvas.height);
    x += speedX;
    if (x > this.canvas.width - width) {
     speedX *= -1;
    } else if (x < 0) {
     speedX *= -1;
    }
    y += speedY;
    if (y > this.canvas.height - height) {
     speedY *= -1;
    } else if (y < 0) {
     speedY *= -1;
    }
    ctx.fillRect(x, y, width, height);
   }, 10);
   // this.requestmove(x,y,width,height,ctx,speedX,speedY); // 请求帧的动画过程
  },
  requestmove(x, y, width, height, ctx, speedX, speedY) {
   ctx.clearRect(x, y, this.canvas.width, this.canvas.height);
   x += speedX;
   if (x > this.canvas.width - width) {
    speedX *= -1;
   } else if (x < 0) {
    speedX *= -1;
   }
   y += speedY;
   if (y > this.canvas.height - height) {
    speedY *= -1;
   } else if (y < 0) {
    speedY *= -1;
   }
   ctx.fillRect(x, y, width, height);
   window.requestAnimationFrame(
    this.requestmove(x, y, width, height, ctx, speedX, speedY)
   );
  },
  moveArc(x, y, r, speedX, speedY) {
   this.x = x;
   this.y = y;
   this.r = r;
   this.speedX = speedX;
   this.speedY = speedY;
   this.moveUpdata = function() {
    this.x += this.speedX;
    if (this.x > this.canvas.width - this.r) {
     this.speedX *= -1;
    } else if (this.x < 0) {
     this.speedX *= -1;
    }
    this.y += this.speedY;
    if (this.y > this.canvas.height - this.r) {
     this.speedY *= -1;
    } else if (this.y < 0) {
     this.speedY *= -1;
    }
   };
  },
  moveRect(){
   // 面向对象编程
   function Rect(x,y,width,height,color,speedX,speedY,ctx,canvas) {
    this.x = x;
    this.y = y;
    this.width = width;
    this.height = height;
    this.color = color
    this.speedX = speedX
    this.speedY = speedY
    this.ctxRect = ctx
    this.canvas = canvas
   }
   Rect.prototype.draw = function() {
    this.ctxRect.beginPath();
    this.ctxRect.fillStyle = this.color
    this.ctxRect.fillRect(this.x,this.y,this.width,this.height)
    this.ctxRect.closePath();
   }
   Rect.prototype.move = function() {
    this.x += this.speedX
    if(this.x > this.canvas.width - this.width){
     this.speedX *= -1
    } else if(this.x < 0){
     this.speedX *= -1
    }
    this.y += this.speedY
    if(this.y > this.canvas.height - this.height){
     this.speedY *= -1
    } else if(this.y < 0){
     this.speedY *= -1
    }
   }
   let rect1 = new Rect(0,100,100,100,'red',2,2,this.ctx,this.canvas)
   let rect2 = new Rect(300,100,100,100,'blue',-2,-2,this.ctx,this.canvas)
   // rect1.draw();
   // rect2.draw()
   let animate = ()=>{
     this.ctx.clearRect(0,0,this.canvas.width,this.canvas.height)
     rect1.draw()
     rect1.move()
     rect2.draw()
     rect2.move()
    let rect1Min = rect1.x;
    let rect1Max = rect1.x + rect1.width
    let rect2Min = rect2.x
    let rect2Max = rect2.x + rect2.width
    let min = Math.max(rect1Min,rect2Min)
    let max = Math.min(rect1Max,rect2Max)
    if(min < max){
     rect1.speedX *= -1;
     rect1.speedY *= 1;
     rect2.speedX *= -1
     rect2.speedY *= 1
    }
    window.requestAnimationFrame(animate)
   } 
   animate()
  }
 }
};

样式控制

#canvas {
 border: 1px solid black;
}

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