Reputation: 10713
So, I have a little "move around and stuff" engine, which is very primative at the moment.
Every so often (timer based) another pixel (5x5) will appear on the screen - if you intersect with that pixel, I would like to fire an event. (To be fair, that pixel (5x5) needs to be a hella-lot bigger :/ ).
So, here is my JSFiddle (for you fiddlers): http://jsfiddle.net/neuroflux/q9APG/
And here is my javascript for the canvas:
var canvas, ctx;
var pixX = 0; //positions
var pixY = 0;
var endX = 0;
var endY = 0;
var youX = 5; //sizes
var youY = 5;
var dis = 1; //timings
var p = 0;
window.onload = function() {
init();
}
function init() {
canvas = document.getElementById('main');
ctx = canvas.getContext('2d');
setInterval(loop,40);
var pixTimer = Math.floor((Math.random() * 1000) * 10) + 1;
setInterval(addPixel, pixTimer);
document.addEventListener('keydown',function(e) {
runMove(e);
});
}
function addPixel() {
pX = Math.floor(Math.random() * 800) + 1;
pY = Math.floor(Math.random() * 600) + 1;
p++;
}
function loop() {
ctx.clearRect(0,0,canvas.width,canvas.height);
ctx.fillRect(pixX,pixY,youX,youY);
ctx.fillText(pixX + ':' + pixY, 5, 500);
if (p > 0) {
for (var a = 0; a <= p; a++) {
ctx.fillRect(pX,pY,5,5);
}
}
}
function runMove(e) {
var canvas = document.getElementById('main');
ky = e.keyCode;
switch(ky) {
case 37:
endX = endX - dis;
if (pixX == endX) {
} else {
if (pixX >= 0 && pixX < canvas.width) {
moveleft = setInterval(ml,10);
function ml() { pixX--; }
} else {
pixX = 0;
}
}
return false;
case 38:
endY = endY - dis;
if (pixY == endY) {
} else {
if (pixY >= 0 && pixY < canvas.height) {
moveup = setInterval(mu,10);
function mu() { pixY--; }
}
}
return false;
case 39:
endX = endX + dis;
if (pixX == endX) {
} else {
if (pixX >= 0 && pixX < canvas.width) {
moveright = setInterval(mr,10);
function mr() { pixX++; }
}
}
return false;
case 40:
endY = endY + dis;
if (pixY == endY) {
} else {
if (pixY >= 0 && pixY < canvas.height) {
movedown = setInterval(md,10);
function md() { pixY++; }
}
}
return false;
case 80:
growing = setInterval(grow,100);
clearInterval(shrinking);
function grow() {
youX = youX + dis;
youY = youY + dis;
}
return false;
case 73:
clearInterval(shrinking);
clearInterval(growing);
return false;
case 79:
shrinking = setInterval(shrink,100);
clearInterval(growing);
function shrink() {
youX = youX - dis;
youY = youY - dis;
}
return false;
default:
return false;
}
}
I have already tried this, but got issues :( (nothing would fire): JSFiddle: http://jsfiddle.net/neuroflux/uF5kj/
Canvas Code:
var canvas, ctx;
var pixX = 0; //positions
var pixY = 0;
var endX = 0;
var endY = 0;
var youX = 5; //sizes
var youY = 5;
var dis = 1; //timings
var p = 0;
var pixel = new Array();
window.onload = function() {
init();
}
function init() {
canvas = document.getElementById('main');
ctx = canvas.getContext('2d');
setInterval(loop,40);
var pixTimer = Math.floor((Math.random() * 1000) * 10) + 1;
setInterval(addPixel, pixTimer);
document.addEventListener('keydown',function(e) {
runMove(e);
});
}
function addPixel() {
pX = Math.floor(Math.random() * 800) + 1;
pY = Math.floor(Math.random() * 600) + 1;
p++;
}
function loop() {
ctx.clearRect(0,0,canvas.width,canvas.height);
var bgImg = new Image();
bgImg.src = 'bg.png';
ctx.drawImage(bgImg,0,0,800,600);
ctx.fillRect(pixX,pixY,youX,youY);
ctx.fillText(pixX + ':' + pixY, 5, 500);
if (p > 0) {
for (var a = 0; a <= p; a++) {
pixel[a] = ctx.fillRect(pX,pY,5,5);
}
}
}
function checkIntersections() {
for (var x = 0; x < pixel.length; x++) {
if (pixX == pixel[x].x) { alert(0) }
}
}
function runMove(e) {
var canvas = document.getElementById('main');
ky = e.keyCode;
switch(ky) {
case 37:
endX = endX - dis;
if (pixX == endX) {
} else {
if (pixX >= 0 && pixX < canvas.width) {
moveleft = setInterval(ml,10);
function ml() { pixX--; }
} else {
pixX = 0;
}
}
return false;
case 38:
endY = endY - dis;
if (pixY == endY) {
} else {
if (pixY >= 0 && pixY < canvas.height) {
moveup = setInterval(mu,10);
function mu() { pixY--; }
}
}
checkIntersections();
return false;
case 39:
endX = endX + dis;
if (pixX == endX) {
} else {
if (pixX >= 0 && pixX < canvas.width) {
moveright = setInterval(mr,10);
function mr() { pixX++; }
}
}
checkIntersections();
return false;
case 40:
endY = endY + dis;
if (pixY == endY) {
} else {
if (pixY >= 0 && pixY < canvas.height) {
movedown = setInterval(md,10);
function md() { pixY++; }
}
}
checkIntersections();
return false;
case 80:
growing = setInterval(grow,100);
clearInterval(shrinking);
function grow() {
youX = youX + dis;
youY = youY + dis;
}
checkIntersections();
return false;
case 73:
clearInterval(shrinking);
clearInterval(growing);
return false;
case 79:
shrinking = setInterval(shrink,100);
clearInterval(growing);
function shrink() {
youX = youX - dis;
youY = youY - dis;
}
return false;
default:
return false;
}
}
Upvotes: 1
Views: 757
Reputation: 63812
Wait, so all you want is a function to see if two rectangles intersect?
Here's a bulletproof function for you:
// returns true if there is any overlap
// params: x,y,w,h of two rectangles
function intersects(x1, y1, w1, h1, x2, y2, w2, h2) {
if (w2 !== Infinity && w1 !== Infinity) {
w2 += x2;
w1 += x1;
if (isNaN(w1) || isNaN(w2) || x2 > w1 || x1 > w2) return false;
}
if (y2 !== Infinity && h1 !== Infinity) {
h2 += y2;
h1 += y1;
if (isNaN(h1) || isNaN(y2) || y2 > h1 || y1 > h2) return false;
}
return true;
}
Upvotes: 5
Reputation: 154818
You'd be better off with circles, since the distance can more easily be calculated (fixed radius). Say you set radius to 10, then if distance < 20
they are inside each other, i.e. there is collison.
// Pythagoras theorem to calculate distance between 2 points
function does_collide(x1, y1, x2, y2) {
return Math.sqrt((x2-x1)*(x2-x1) + (y2-y1)*(y2-y1)) < 20;
}
Each time, calculate distance between user / object:
if(does_collide(pixX, pixY, pX, pY)) {
ctx.fillText('collison!@', 0, 10);
collison = true;
} else {
collison = false;
}
At any time, the collison
variable can be used for checking whether there is collison.
You can draw a circle using:
ctx.beginPath();
ctx.arc(x, y, r, 0, 2 * Math.PI);
ctx.fill();
Upvotes: 2