我一直在阅读/寻找一个答案来检测两个数组中精灵的冲突。我不明白如何将两个数组传递给检测函数并让它检查每个数组的所有内容。任何投入将不胜感激。
<script type="text/javascript">
var FIRE = 0;
var NORTH = 38;
var SOUTH = 40;
var EAST = 39;
var WEST = 37;
var destX = 350;
var destY = 500;
var canvas = null;
var context = null;
var sprites = null;
var player = null;
var island = null;
var enemies = [];
var fires = [];
var gameLoopInterval = null;
var offScreenFire = null;
var isShooting = false;
var intersect = null;
var Fire = function() {
this.spriteX = 278;
this.spriteY = 110;
this.spriteWidth = 13;
this.spriteHeight = 16;
this.destX = player.destX + 25;
this.destY = player.destY;
this.speed = 5;
}
var Player = function(name) {
this.name = name;
this.spriteX = 5;
this.spriteY = 400;
this.spriteWidth = 64;
this.spriteHeight = 64;
this.destX = 350;
this.destY = 500;
this.speed = 5;
this.level = 1;
}
var Enemy = function() {
this.spriteX = 4;
this.spriteY = 4;
this.spriteWidth = 32;
this.spriteHeight = 32;
this.destX = Math.ceil(Math.random() * (800 - this.spriteWidth));
this.destY = this.spriteWidth;
this.speed = Math.ceil(Math.random() * 5);
}
var Island = function() {
this.spriteX = 168;
this.spriteY = 500;
this.spriteWidth = 64;
this.spriteHeight = 64;
this.destX = Math.ceil(Math.random() * (800 - this.spriteWidth));
this.destY = this.spriteWidth - 64;
this.speed = 2;
}
Fire.prototype.takeTurn = function() {
var intersect;
var projdestX = this.destX;
var projdestY = this.destY;
var projspriteWidth = this.spriteWidth;
var projspriteHeight = this.spriteHeight;
for (enemy in enemies) {
intersect = intersect || intersects(enemy.destX, enemy.destY, enemy.spriteWidth, enemy.spriteHeight, projdestX, projdestY, projspriteWidth, projspriteHeight);
}
if(intersect == true) { alert("colliding"); }
else{drawImage(this);}
// if (intersect != true){
// drawImage(this);
// }
// else {
// alert("boom");
// }
if(this.destY <= 0){
offScreenFire = fires.indexOf(this);
fires.splice(offScreenFire, 1);
}
else
this.destY -= this.speed;
}
Player.prototype.takeTurn = function() {
drawImage(this);
}
Enemy.prototype.takeTurn = function() {
drawImage(this);
if (this.destY < canvas.height)
this.destY += this.speed;
else
this.destY = -32;
}
Island.prototype.takeTurn = function() {
drawImage(this);
this.destY += this.speed;
}
function fireAction() {
var fire = new Fire();
drawImage(fire);
fires.push(fire);
}
function drawImage(sprite) {
context.drawImage(sprites, sprite.spriteX, sprite.spriteY, sprite.spriteWidth, sprite.spriteHeight, sprite.destX, sprite.destY, sprite.spriteWidth, sprite.spriteHeight );
}
function gameLoop () {
context.clearRect(0, 0, canvas.width, canvas.height);
island.takeTurn();
player.takeTurn();
//console.log(fires); //debug
for (fire in fires) {
fires[fire].takeTurn();
}
for (enemy in enemies) {
enemies[enemy].takeTurn();
}
}
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;
}
window.onload = function() {
//alert('here');
canvas = document.getElementById('gameWorld');
context = canvas.getContext("2d");
sprites = new Image();
player = new Player('Brad');
island = new Island();
sprites.onload = function() {
drawImage(player);
for (i = 0; i < 3; i++) {
var enemy = new Enemy();
drawImage(enemy);
enemies.push(enemy);
}
}
sprites.src = "Sprites/1945.png";
gameLoopInterval = setInterval('gameLoop()', 100)
}
window.onkeypress = function(e){
var evt = window.event ? event : e;
//alert(evt.keyCode);
switch(evt.keyCode) {
case NORTH:
if (player.destY > 0)
player.destY -= player.speed;
else
player.destY == player.destY;
break;
case SOUTH:
if (player.destY < canvas.height - player.spriteWidth)
player.destY += player.speed;
else
player.destY == player.destY;
break;
case EAST:
if (player.destX < canvas.width - player.spriteWidth)
player.destX += player.speed;
else
player.destX == player.destY;
break;
case WEST:
if (player.destX > 0)
player.destX -= player.speed;
else
player.destX == player.destX;
break;
case FIRE:
fireAction();
break;
}
}
</script>