Reputation: 1
I am trying to make unblock me game. I have array of objects and I made boundaries collision. But now I am stuck with collision between objects. I made cycle over objects in array but it stops on the last one. How can I make collision check on each object everytime I move with my selected object? Full code here: http://foxfcb.sweb.cz/ I am newbie in programming so please be patient.
canvas.addEventListener('mousemove', function (e) {
...
var shapes = myState.shapes;
var l = shapes.length;
for (var i = 0; i < l; i++) {
var shape = myState.shapes[i];
var selection = myState.selection;
// collision between objects
if (selection.x < (shape.x + shape.w) && (selection.x + selection.w) > shape.x &&
selection.y < (shape.y + shape.h) && (selection.y + selection.h) > shape.y) {
myState.valid = true; //stop
}
// boundaries collision
else if (myState.selection.x < 0 || myState.selection.y < 0 || myState.selection.x + myState.selection.w > 600 || myState.selection.y + myState.selection.h > 600) {
myState.valid = true; //stop
}
else {
myState.valid = false; //moving
}
}
}
Upvotes: 0
Views: 1158
Reputation: 54039
You are resetting the valid
flag when you check other objects.
So here is your collision detection as a function. Notice I set state = false
once before the loop and if there is a collision I break
out of the loop as there is no point detecting other collisions as the flag is either true
or false
. You were setting the flag back to false
on all but the last object if you detected a collision.
var textCollision = function(){
var shapes, l, shape, selection, i;
shapes = myState.shapes;
l = shapes.length;
myState.valid = false; // assume no collision
for (i = 0; i < l; i++) {
shape = myState.shapes[i];
selection = myState.selection;
if (selection.x < (shape.x + shape.w) && (selection.x + selection.w) > shape.x &&
selection.y < (shape.y + shape.h) && (selection.y + selection.h) > shape.y) {
myState.valid = true; //stop
// there is no point testing any others as it will make no dif
break; // step out of the for loop.
}
// boundaries collision
else if (myState.selection.x < 0 || myState.selection.y < 0 || myState.selection.x + myState.selection.w > 600 || myState.selection.y + myState.selection.h > 600) {
myState.valid = true; //stop
// there is no point testing any others as it will make no dif
break; // step out of the for loop.
}
}
}
Break.
Break is a javascript reserved token and is used to break out of loops and switches.
For loop
for(i = 0; i < 10; i++){
if(i === 2){
break; // exit the loop at 2
}
}
While loop
while(i < 10){
if(i === 2){
break; // exit out of the while loop
}
}
Also does the same on do{ }While()
loops.
Break only exits the current loop;
for(j = 0; j < 10; j++){ // j loop
for(i = 0; i < 10; i++){ // i loop
if(i === 2){
break; // exit the i loop at 2
}
}
// the break moves execution to the first line after the loop it is in
// the j loop continues as normal
}
Break is also used in switch statements
function num(i){
switch(i){
case 1:
console.log("one");
// no break token so execution continues inside the switch
case 2:
console.log("two");
}
}
num(1); // outputs "one" "two"
To prevent this use break
function num(i){
switch(i){
case 1:
console.log("one");
break; // break out of the switch
case 2:
console.log("two");
// no point having a break here as it is at the end anyways
}
// break moves execution to here
}
num(1); // outputs "one"
Upvotes: 1