Reputation: 358
Hi I am trying to get a response going when 2 ball objects collide on a canvas.
I have a ball object ballm and a ball object called ball.
These two balls are bouncing around on a canvas.
If the balls collide the canvas should say game over.
Here is a code I have for collision so far
function collideWithBall() {
var dx = (ball.x + ball.radius) - (ballm.x + ballm.r);
var dy = (ball.y + ball.radius) - (ballm.y + ballm.r);
var distance = Math.sqrt((dx * dx) + (dy * dy));
if (distance < ball.radius + ballm.r) {
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.fillStyle = "black";
ctx.font = "18px Arial";
ctx.fillText("Game Over ", 300, 200);
shutdown();
}
}
My only problem is that nothing happens when the 2 balls are colliding. Any ideas would be very helpfull.
Complete code:
<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<title>Canvas</title>
<style type="text/css">
canvas {
border: 1px solid black;
}
</style>
</head>
<body>
<canvas id="tim's-game" width="800px" height="600px"></canvas>
<script type="text/javascript">
// up top. creates the canvas with given dimensions
// declares script type
// Gets a handle to the element with id canvasOne.
var canvas = document.getElementById("tim's-game");
// Get a 2D context for the canvas.
var ctx = canvas.getContext("2d");
// Creates object for the balls
var ball = {
// determines the position where the ball will apear math.random gives a random position on the x ace
position: {x: Math.floor((Math.random() * 780) + 20), y: 10}
// Will determine the size of the ball
, radius: 6
// Will determine the speed of the ball
, velocity: {x: 3, y: 0}
// Will determine if the ball will get faster or slower
, acceleration: {x: 0, y: 0.1}
// Function that draws the ball
,drawBall: function(){
// Collour of the object
ctx.fillStyle = "rgb(25, 100, 100)";
// begins path
ctx.beginPath();
// calls the object it will draw with positions and size
ctx.arc(ball.position.x, ball.position.y, ball.radius, 0, 2 * Math.PI);
// fills the colour
ctx.fill();
// Update the y location.
ball.velocity.y += ball.acceleration.y;
ball.position.x += ball.velocity.x;
ball.position.y += ball.velocity.y;
// Keep the animation going while the ball has not touched the canvas bottom.
// Note there's a bug here.
if ((ball.position.x >= canvas.width - ball.radius) || (ball.position.x <= ball.radius))
ball.velocity.x = -ball.velocity.x;
if ((ball.position.y >= canvas.height - ball.radius) || (ball.position.y <= ball.radius))
ball.velocity.y = -ball.velocity.y;
}
,
}
// Created a second ball object
var ball2 = {
// determines the position where the ball will apear math.random gives a random position on the x ace
position: {x: Math.floor((Math.random() * 780) + 20), y: 10}
// Will determine the size of the ball
, radius: 6
// Will determine the speed of the ball
, velocity: {x: 3, y: 0}
// Will determine if the ball will get faster or slower
, acceleration: {x: 0, y: 0.1}
// Function that draws the ball
,drawBall2: function(){
// Collour of the object
ctx.fillStyle = "rgb(25, 100, 100)";
// begins path
ctx.beginPath();
// calls the object it will draw with positions and size
ctx.arc(ball2.position.x, ball2.position.y, ball2.radius, 0, 2 * Math.PI);
// fills the colour
ctx.fill();
// Update the y location.
ball2.velocity.y += ball2.acceleration.y;
ball2.position.x += ball2.velocity.x;
ball2.position.y += ball2.velocity.y;
// Keep the animation going while the ball has not touched the canvas bottom.
// Note there's a bug here.
if ((ball2.position.x >= canvas.width - ball2.radius) || (ball2.position.x <= ball2.radius))
ball2.velocity.x = -ball2.velocity.x;
if ((ball2.position.y >= canvas.height - ball2.radius) || (ball2.position.y <= ball2.radius))
ball2.velocity.y = -ball2.velocity.y;
}
}
// Creates a new ball object
// This ball will be used for moving around the canvas
var ballm = {
// spawns the ball in the middle of the canvas
position:{ x: canvas.width / 2
, y: canvas.height / 2
}, r: 50
};
// Creates a draw circle function
function drawCircle() {
ctx.fillStyle = "rgb(255, 0, 0)";
ctx.beginPath();
ctx.arc(ballm.position.x, ballm.position.y, ballm.r, 0, 2 * Math.PI);
ctx.fill();
collideWithBall();
}
function collideWithBall() {
var dx = (ball.position.x + ball.radius) - (ballm.position.x + ballm.r);
var dy = (ball.position.y + ball.radius) - (ballm.position.y + ballm.r);
var distance = Math.sqrt((dx * dx) + (dy * dy));
if (distance < ball.radius + ballm.r) {
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.fillStyle = "black";
ctx.font = "18px Arial";
ctx.fillText("Game Over ", 300, 200);
shutdown();
}
}
// A function to repeat every time the animation loops.
function repeatme() {
collideWithBall();
// clears the screan/canvas i.e. where the ball was previously does not show up.
ctx.clearRect(0, 0, canvas.width, canvas.height);
// calls the function in the ball object
ball.drawBall();
ball2.drawBall2();
//calls the draw circle function
drawCircle();
collideWithBall();
// gets the animation going
window.requestAnimationFrame(repeatme);
}
// Add an event listener to the keypress event.
window.addEventListener("keydown", function(event) {
ctx.clearRect(0, 0, canvas.width, canvas.height);
// Right
if (event.keyCode == 39 && ballm.position.x < canvas.width - ballm.r)
ballm.position.x += Math.min(10, canvas.width - ballm.position.x - ballm.r);
// Left
else if (event.keyCode == 37 && ballm.position.x > ballm.r)
ballm.position.x -= 10;
// down
else if (event.keyCode == 40 && ballm.position.y < canvas.height - ballm.r)
ballm.position.y += 10;
// For up movement
else if (event.keyCode == 38 && ballm.position.y > ballm.r)
// updates location by int given
ballm.position.y -= 10;
drawCircle();
collideWithBall();
});
// Get the animation going.
window.requestAnimationFrame(repeatme);
</script>
</body>
</html>
Edit: Have removed extra collideWithBall function.
Have also added position to the code
Edit 2: Added fixes to code works now
Upvotes: 1
Views: 2948
Reputation: 3683
Your math is wrong in my opinion. Your check
if (distance < ball.radius + ballm.r) {
is correct but implies that the distance is measured center to center for the balls. Hence the correct distance formula would be:
var dx = ball.position.x-ballm.x;
var dy = ball.position.y-ballm.y;
var distance = Math.sqrt((dx * dx) + (dy * dy));
The radius of the balls does not enter the calculation if you are measuring center to center distance as implied by the if statement.
A further issue I can see in your code is that the
collideWithBall
function is defined twice! Please try removing one of the two seemingly equivalent implementations.
Edit : Also you are accessing the positions of the balls wrong. The position of the balls is in the the position property.
Hence you need to use that! See above edited code for how.
works then: http://jsfiddle.net/gQ3hD/2/
Edit2: udpated the fiddle to also handle the second ball correctly by looping over both baals in the collision function.
Upvotes: 3