首页 > 解决方案 > 为什么在我的 pong JavaScript 画布游戏中球不能完全反弹?

问题描述

我在 javascript 的画布上有多个省略号,我希望它们都能相互反弹。我尝试使用距离公式,然后在距离小于球半径 *2 时更改球的 x 和 y 方向。

这对一个球来说效果很好,但对许多球来说效果不佳,因为它经常导致这里描述的可怕的“反弹循环”

为了解决这个问题,我决定根据它们相互碰撞的位置来改变球的弹跳方式,以避免弹跳循环并使游戏更接近现实生活中的物理。

如果有左右碰撞,我想反转两个球的 x 方向,如果有从上到下的碰撞,我想反转两个球的 y 方向。

因此,我计算了所有点,例如,与度数相关的 45 度和 135 度之间的点(即 90 点),并将它们与 225 度和 315 度之间的所有 90 点进行比较,反之亦然。

如果圆边缘上的任何点与所有其他球中心点之间的距离小于半径,我希望两个球的 Y 方向反转。

我对 135 度和 225 度重复相同的过程到 315 度和 405 度(相当于 45 度)并反转两个球的 X 方向。

截至目前,我认为球应该按照我想要的方式相互反弹,但他们就是没有。它们从彼此的侧面和顶部、底部反弹,偶尔会以一定角度反弹,但它们往往会在彼此内部倾斜,然后改变方向。这是输出的视频。

下面是从上到下比较的代码:

    // radius is the same for all the balls and is at 25.
let ballToBallDistance = (x1, y1, x2, y2) => {
    return Math.sqrt((Math.pow(x2 - x1, 2) + Math.pow(y2 - y1, 2)));
}
const ballCollisionY = (start, end) => {
    for (let i = start; i <= end; i++) {
        return ballObjects[0].ballRadius * Math.sin((i * Math.PI / 180));
    }
}
const ballCollisionX = (start, end) => {
    for (let i = start; i <= end; i++) {
        return ballObjects[0].ballRadius * Math.cos((i * Math.PI / 180));
    }
}
const upperYBall = {
    bounceTopBottom() {
        let n = 0;
        for (let i = 0; i < ballObjects.length; i++) {
            if (ballObjects.length == 1) {
                return;
            }
            if (n == i) {
                continue;
            }
            let yUpXPoint = ballObjects[n].ballXPos - ballCollisionX(45, 135);
            let yUpYPoint = ballObjects[n].ballYPos - ballCollisionY(45, 135);
            let centerBallX = ballObjects[i].ballXPos;
            let centerBallY = ballObjects[i].ballYPos;
            let pointDistance = ballToBallDistance(yUpXPoint, yUpYPoint, centerBallX, centerBallY);
            if (pointDistance <= 25) {
                ballObjects[n].ballMotionY = ballObjects[n].ballMotionY * -1;
            }
            if (i == ballObjects.length - 1) {
                ++n;
                i = -1;
                continue;
            }
        }
    }
}
const lowerYBall = {
    bounceBottomTop() {
        let n = 0;
        for (let i = 0; i < ballObjects.length; i++) {
            if (ballObjects.length == 1) {
                return;
            }
            if (n == i) {
                continue;
            }
            let yDownXPoint = ballObjects[n].ballXPos - ballCollisionX(225, 315);
            let yDownYPoint = ballObjects[n].ballYPos - ballCollisionY(225, 315);
            let centerBallX = ballObjects[i].ballXPos;
            let centerBallY = ballObjects[i].ballYPos;
            let pointDistance = ballToBallDistance(yDownXPoint, yDownYPoint, centerBallX, centerBallY);
            if (pointDistance <= 25) {
                ballObjects[n].ballMotionY = ballObjects[n].ballMotionY * -1;
            }
            if (i == ballObjects.length - 1) {
                ++n;
                i = -1;
                continue;
            }
        }
    }
}

我已经在这个功能上停留了两个星期。如果有人对我做错了什么有任何见解,也许是实现预期结果的解决方案,那将不胜感激。

标签: javascriptarraysobjectfor-loopcontinue

解决方案


我建议您从特殊情况编码切换到更通用的方法。

当两个球相撞时:

  1. 计算碰撞法线(角度)
  2. 根据之前的速度和法线计算新的速度
  3. 重新定位球,使它们不再重叠,防止“反弹循环”。

你会需要:

一种计算两个球之间角度的方法:

function ballToBallAngle(ball1,ball2) {
    return Math.atan2(ball2.y-ball1.y,ball2.x-ball1.x)
}

从一个角度推导出法向量的方法:

function calcNormalFromAngle(angle){
  return [
    Math.cos(angle),
    Math.sin(angle)
  ]
}

一种计算两个向量点积的方法:

function dotproduct (a, b){
    return a.map((x, i) => a[i] * b[i]).reduce((m, n) => m + n)
}

最后是一种计算反弹角的方法。阅读本文,它完美地描述了它。

因此,将其放在一起,请参见下面的代码段:

let canvas = document.querySelector('canvas')
let ctx = canvas.getContext('2d')


let balls = [
	{x:40,y:40,radius:25,vx:4,vy:3},
    {x:300,y:300,radius:50,vx:-2,vy:-3},
    {x:100,y:220,radius:25,vx:4,vy:-3},
    {x:400,y:400,radius:50,vx:-1,vy:-3},
    {x:200,y:400,radius:32,vx:2,vy:-3}
]

function tick() {
	balls.forEach((ball, index) => {
		ball.x += ball.vx
		ball.y += ball.vy

		//check for x bounds collision
		if (ball.x - ball.radius < 0) {
			bounceBall(ball, Math.PI)
			ball.x = ball.radius
		} else if (ball.x + ball.radius > 500) {
			bounceBall(ball, 0)
			ball.x = 500 - ball.radius
		}

		//check for y bounds collision
		if (ball.y - ball.radius < 0) {
			bounceBall(ball, Math.PI / 2)
			ball.y = ball.radius
		} else if (ball.y + ball.radius > 500) {
			bounceBall(ball, -Math.PI / 2)
			ball.y = 500 - ball.radius
		}

		balls.forEach((other_ball, other_index) => {
			if (index == other_index)
				return

			// how many px the balls intersect
			let intersection = ball.radius + other_ball.radius - ballToBallDistance(ball, other_ball)

			// if its greater than 0, they must be colliding
			if (intersection > 0) {
				let angle = ballToBallAngle(ball, other_ball)
				let normal = calcNormalFromAngle(angle)

				bounceBall(ball, angle)
				bounceBall(other_ball, angle + Math.PI)

				// set positions so that they are not overlapping anymore
				ball.x -= normal[0] * intersection / 2
				ball.y -= normal[1] * intersection / 2

				other_ball.x += normal[0] * intersection / 2
				other_ball.y += normal[1] * intersection / 2
			}
		})
	})

	render()
	requestAnimationFrame(tick)
}

function render() {
	ctx.clearRect(0, 0, canvas.width, canvas.height)

	balls.forEach(ball => {
		ctx.beginPath();
		ctx.arc(ball.x, ball.y, ball.radius, 0, 2 * Math.PI);
		ctx.stroke();
	})
}



function bounceBall(ball, angle) {
	let normal = calcNormalFromAngle(angle)
	let velocity = [ball.vx, ball.vy]

	let ul = dotproduct(velocity, normal) / dotproduct(normal, normal)
	let u = [
		normal[0] * ul,
		normal[1] * ul
	]

	let w = [
		velocity[0] - u[0],
		velocity[1] - u[1]
	]

	let new_velocity = [
		w[0] - u[0],
		w[1] - u[1]
	]

	ball.vx = new_velocity[0]
	ball.vy = new_velocity[1]
}

function dotproduct(a, b) {
	return a.map((x, i) => a[i] * b[i]).reduce((m, n) => m + n)
}

function ballToBallDistance(ball1, ball2) {
	return Math.sqrt((Math.pow(ball2.x - ball1.x, 2) + Math.pow(ball2.y - ball1.y, 2)));
}

function ballToBallAngle(ball1, ball2) {
	return Math.atan2(ball2.y - ball1.y, ball2.x - ball1.x)
}

function calcNormalFromAngle(angle) {
	return [
		Math.cos(angle),
		Math.sin(angle)
	]
}

tick();
body{
  background-color: #eee;
}

canvas{
  background-color: white;
}
<canvas width="500" height="500"></canvas>


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