如何防止 2 名玩家在 html5 游戏中互相交叉

How to prevent 2 players to cross each other in html5 game

我想添加我的 2 个玩家之间的碰撞(在服务器端) My two players

显示我想要的视频(来自名为taming.io的游戏): https://www.youtube.com/watch?v=tGb6PwjHao8

这是我的实际代码(每次玩家连接时,都会创建一个新玩家 class):

class Player {
    static list = new Set()
    constructor(id) {
        Player.list[id] = this
        this.id = id;
        this.x = 250;
        this.y = 250;
        this.pressingUp = false;
        this.pressingLeft = false;
        this.pressingDown = false;
        this.pressingRight = false;
        this.moveSpeed = 5;
        this.moveAngle = 45;
        this.radians = this.moveAngle * Math.PI / 180;
        this.vx = Math.cos(this.radians) * this.moveSpeed;
        this.vy = Math.sin(this.radians) * this.moveSpeed;
    }


    //Apply new positions
    update() {

        //Players collisions
        for (const i in Player.list) {

            const player = Player.list[i];

            const calcDistance = Math.hypot(player.x - this.x, player.y - this.y)

            if (calcDistance <= 200 && player != this) {
                //What should i put ?
            }
        }

        //Player moves
        if (this.pressingUp === true) {
            this.y -= this.vy;
        }
        else if (this.pressingDown === true) {
            this.y += this.vy;
        }
        if (this.pressingRight === true) {
            this.x += this.vx;
        }
        else if (this.pressingLeft === true) {
            this.x -= this.vx;
        }   
    }
}

所以我正在计算具有 calcDistance 常量的玩家之间的距离,如果 calcDistance = 200(玩家半径命中框 = 100,所以玩家 1 半径命中框 + 玩家 2 半径命中框 = 200),它应该做一些事情,但我不知道是什么

你能帮帮我吗?

像您一样使用 Math.hypot() 获取圆心之间的距离。查看该距离是否小于两个圆的半径。一旦你有了它,你就可以设置玩家的 x,y 和可选的 vx,vy。

x 将设置为 obj2.x 加上两个半径的总和乘以每个 x 和 y 值的距离除以总距离。更多三角数学...

这是一个例子

let canvas = document.getElementById('canvas');
let ctx = canvas.getContext('2d');
canvas.width = 500;
canvas.height = 500;

class Circle {
  constructor(x, y, c) {
    this.x = x;
    this.y = y;
    this.color = c;
    this.r = 30;
    this.vx = 0;
    this.vy = 0;
    this.speed = 0.5;
  }
  draw() {
    ctx.beginPath();
    ctx.fillStyle = this.color;
    ctx.arc(this.x, this.y, this.r, 0, Math.PI*2);
    ctx.fill();

  }
  update() {
    if (controller.left) {
      this.vx -= this.speed;
    }
    if (controller.up) {
      this.vy -= this.speed;
    }
    if (controller.right) {
      this.vx +=  this.speed;
    }
    if (controller.down) {
      this.vy += this.speed
    }
    
    this.x += this.vx;
    this.y += this.vy;
    this.vx *= 0.9;
    this.vy *= 0.9;
  }
}

class Controller {
  constructor() {
    this.up = false;
    this.right = false;
    this.down = false;
    this.left = false;

    let keyEvent = (e) => {
      if (e.code == "ArrowUp") {
        this.up = e.type == "keydown";
      }
      if (e.code == "ArrowRight") {
        this.right = e.type == "keydown";
      }
      if (e.code == "ArrowLeft") {
        this.left = e.type == "keydown";
      }
      if (e.code == "ArrowDown") {
        this.down = e.type == "keydown";
      }
    };
    addEventListener("keydown", keyEvent);
    addEventListener("keyup", keyEvent);
  }
}

let player = new Circle(25, 25, 'blue');
let obstacle = new Circle(canvas.width/2, 150, 'red');
let controller = new Controller();

function collisionDetection(obj1, obj2) {
  if (Math.hypot(obj1.x - obj2.x, obj1.y - obj2.y) <= obj1.r + obj2.r) {
      collisionResponse(obj1, obj2)
  }
  
}

function collisionResponse(obj1, obj2) {
  let dx = obj1.x - obj2.x;
  let dy = obj1.y - obj2.y;
  let dist = (Math.hypot(obj1.x - obj2.x, obj1.y - obj2.y)) || 1;
  let radii = obj1.r + obj2.r;
  let x = dx / dist;
  let y = dy / dist;
  
  obj1.x = obj2.x + radii * x;
  obj1.y = obj2.y + radii * y;
  obj1.vx = 0; //optional
  obj1.vy = 0; //optional
}

function animate() {
  ctx.clearRect(0, 0, canvas.width, canvas.height);
  collisionDetection(player, obstacle)
  player.update();
  player.draw();  
  obstacle.draw();
  requestAnimationFrame(animate);
}
animate();
<canvas id="canvas"></canvas>

设置 vx 和 vy 是可选的,可以防止发生任何重叠。你也可以选择不将它们设置为 0,你会有一些重叠,但圆圈看起来会更平滑地滑离彼此。