As referenced here and updated for use with Snap.svg here, I'd like to better understand how the provided gradSearch function actually works (it's a bit over my head), and whether there are any good alternatives to this approach?
gradSearch = function (l0, pt) {
l0 = l0 + totLen;
var l1 = l0,
dist0 = dist(path.getPointAtLength(l0 % totLen), pt),
dist1,
searchDir;
if (dist(path.getPointAtLength((l0 - searchDl) % totLen), pt) >
dist(path.getPointAtLength((l0 + searchDl) % totLen), pt)) {
searchDir = searchDl;
} else {
searchDir = -searchDl;
}
l1 += searchDir;
dist1 = dist(path.getPointAtLength(l1 % totLen), pt);
while (dist1 < dist0) {
dist0 = dist1;
l1 += searchDir;
dist1 = dist(path.getPointAtLength(l1 % totLen), pt);
}
l1 -= searchDir;
return (l1 % totLen);
}
Took me a while to understand the code, but this is how I understand it to be working (trying to keep the explanation simplified):
First the position of the draggable object on the path is recorded as l0 (Note that this is L0, easy to confuse with the number 10 when first looking at the code).
The distance from the new point (where mouse has dragged to) to the position on the path is recorded as dist0.
The if statement then determines which direction to drag in. It does this by adding searchDl value to the path position (i.e. length along the path), and subtracting the same value and seeing which is closer to the mouse position.
Once it knows which direction to move in, it uses the while loop to keep adding/subtracting the position by the searchDl size until the distance between the point on the path and the position of the mouse is as low as it can get.
It then returns the new position on the path.
By changing searchDir to a larger value you can move in larger increments and it can calculate faster at the expense of precision (If I've understood the code correctly).
Related
Currently I have this sample which creates four points , then connects it.
Basically what I want is to drag the whole connection of the lines(area) when you click on a line but when you selects the circle it should be extended(already implemented)
for(var i=0;i<connectors.length;i++){
var c=connectors[i];
var s=anchors[c.start];
var e=anchors[c.end];
ctx.beginPath();
ctx.moveTo(s.x,s.y);
ctx.lineTo(e.x,e.y);
ctx.stroke();
}
// draw circles
for(var i=0;i<anchors.length;i++){
ctx.beginPath();
ctx.arc(anchors[i].x,anchors[i].y,radius,0,Math.PI*2);
ctx.fill();
ctx.fillText(anchors[i].label,anchors[i].x-5,anchors[i].y-15);
}`
You got 2 important steps you have to tackle for this problem:
1 - Detect if the mouse is on a line when holding down LMB.
2 - Move all dots connected to the line in question when moving mouse.
Detect if a point is on a line
Theory: Mathematically you can detect if a point is on a (enclosed) line if the distance between said point to the 2 ends of the line is EQUAL to the distance between the 2 ends of the line.
More information: here
I wrote a little function to check this:
function mouseOnLine(mousePos) {
for (var i = 0 ; i < connectors.length; i++){
var pA = anchors[connectors[i].start];
var pB = anchors[connectors[i].end];
var first = distanceBetween(pA,mousePos) + distanceBetween(pB,mousePos);
var second = distanceBetween(pA,pB);
if (Math.abs(first - second) < 0.3) //Threshold of 0.3
return connectors[i];
}
return null;
}
Important to note: I don't check if it's equal to 0, but rather if the difference is smaller than 0.3, so the mouse doesn't have to be exactly on the line, as that would be quite hard to achieve.
Distance between is a simple pythagoras calculation:
var distanceBetween = function (point1, point2) {
var distX = Math.abs( point1.x - point2.x);
var distY = Math.abs(point1.y - point2.y);
return Math.sqrt((distX * distX) + (distY * distY));
}
Move all points connected to this one
Theory: As soon as we detected that the mousebutton is held down on top of a line, we have to find the first point of that form. We know that each polygon contains 4 points, so we can just loop over the next 4 points.
We can find the first point of the polygon (assuming they're always in order), with a little calculation:
var startPoints = Math.floor(fullDrag.start / 4) * 4;
//Example: We clicked on the line starting with point 3. this will return:
//Math.floor(3 / 4) * 4 ==> Math.floor(0.75) * 4 ==> 0 * 4 ==> 0
Now just loop and move it all:
var startPoints = Math.floor(fullDrag.start / 4) * 4;
mouseX=parseInt(e.clientX-offsetX);
mouseY=parseInt(e.clientY-offsetY);
for (var i = 0; i < 4; i++) {
anchors[startPoints+i].x +=(mouseX-startX);
anchors[startPoints+i].y +=(mouseY-startY);
}
startX=mouseX;
startY=mouseY;
Other people reading this: The code shown above are only snippets from the entire solution. You can find a working fiddle right here
Lets say I have a 2D coordinate system with lots of Rects on it. Take this as an example representation. I now want to get the nearest next element in a given direction. Lets use this image as an example:
S defines the element at which I currently am. If I press up I should now be at the closest element in upwards direction which is A. My current approach was something like this:
Distance = abs((S.x-A.x)+(S.y-A.y);
Angle = abs(atan2((A.y - S.y), (A.x - S.x)) * 180 / Math.PI);
Score = Distance + abs(DirectionAngle-Angle)
Then I choose the candidate based on the lowest score. Now there are multiple problems:
Iteration happens for ALL elements, not only those upwards. The elements are not considered if they're in the opposite direction but the elements to the left and right are still in the calculation.
If A for some reason extends 3 more pieces to the left it won't work anymore and B is selected.
So what I need is a solution to only iterate over elements in the direction AND a smart solution to only select the closest element and then stop and return the element.
Btw. the elements are actually divs so canvas is not an option.
Might this giant overkill example help?
You can find it here: http://jsfiddle.net/Icepickle/Cu88x/
where i first determine the position of the clicked element, get all elements matching a certain direction (check if the point is inside the rectangle)
var offset = helper.offset(element),
rect = new helper.simpleRect(offset.left - (3 * 20), offset.top - (3 * 20), 6 * 20, 6 * 20),
left = getElements(DIRECTION.LEFT, element, rect),
right = getElements(DIRECTION.RIGHT, element, rect),
up = getElements(DIRECTION.UP, element, rect),
down = getElements(DIRECTION.DOWN, element, rect);
and then calculate the distance between the elements that already match the direction (in case 2 are the same distance away, they also get highlighted as the closest):
function highlightClosest(arr, direction, rect) {
var i = 0, l = arr.length, min = 10000, el, minScoreElement = [], o, a, b, c;
for (i = 0; i < l; i++) {
el = arr[i];
o = helper.offset(el);
a = Math.abs(o.left - rect.center.left);
b = Math.abs(o.top - rect.center.top);
c = (a * a) + (b * b);
if (c < min) {
min = c;
minScoreElement = [el];
} else if (c == min) {
minScoreElement.push(el);
}
}
if (minScoreElement) {
for (i = 0; i < minScoreElement.length; i++) {
minScoreElement[i].className = direction;
}
}
}
this is my first question after having relied on this site for years!
Anyway, I'd like to accomplish something similar to this effect:
http://www.flashmonkey.co.uk/html5/wave-physics/
But on a circular path, instead of a horizon. Essentially, a floating circle/blob in the center of the screen that would react to mouse interaction. What I'm not looking for is gravity, or for the circle to bounce around the screen - only surface ripples.
If at all possible I'd like to apply a static texture to the shape, is this a possibility? I'm completely new to Canvas!
I've already tried replacing some code from the above example with circular code from the following link, to very limited success:
http://www.html5canvastutorials.com/tutorials/html5-canvas-circles/
If only it were that easy :)
Any ideas?
Thanks in advance!
I tried to figure out how wave simulation works using View Source and JavaScript console. It's working fine but threw some JS errors. Also, it seems physics update is entangled with rendering in the render() method.
Here is what I found about the code:
The mouseMove() method creates disturbances on the wave based on mouse position, creating a peak around the mouse. The target variable is the index of the particle that needs to be updated, it's calculated from mouse pos.
if (particle && mouseY > particle.y) {
var speed = mouseY - storeY;
particles[target - 2].vy = speed / 6;
particles[target - 1].vy = speed / 5;
particles[target].vy = speed / 3;
particles[target + 1].vy = speed / 5;
particles[target + 2].vy = speed / 6;
storeY = mouseY;
}
Then, the particles around target are updated. The problem I found is that it does no bounds checking, i.e. it can potentially particles[-1] when target == 0. If that happens, an exception is thrown, the method call ends, but the code does not stop.
The render() method first updates the particle positions, then renders the wave.
Here is its physics code:
for (var u = particles.length - 1; u >= 0; --u) {
var fExtensionY = 0;
var fForceY = 0;
if (u > 0) {
fExtensionY = particles[u - 1].y - particles[u].y - springs[u - 1].iLengthY;
fForceY += -fK * fExtensionY;
}
if (u < particles.length - 1) {
fExtensionY = particles[u].y - particles[u + 1].y - springs[u].iLengthY;
fForceY += fK * fExtensionY;
}
fExtensionY = particles[u].y - particles[u].origY;
fForceY += fK / 15 * fExtensionY;
particles[u].ay = -fForceY / particles[u].mass;
particles[u].vy += particles[u].ay;
particles[u].ypos += particles[u].vy;
particles[u].vy /= 1.04;
}
Basically, it's Hooke's Law for a chain of particles linked by springs between them. For each particle u, it adds the attraction to the previous and next particles (the if statements check if they are available), to the variable fForceY. I don't fully understand the purpose of the springs array.
In the last four lines, it calculates the acceleration (force / mass), updates the velocity (add acceleration), then position (add velocity), and finally, reduce velocity by 1.04 (friction).
After the physics update, the code renders the wave:
context.clearRect(0, 0, stageWidth, stageHeight);
context.fillStyle = color;
context.beginPath();
for (u = 0; u < particles.length; u++) {
...
}
...
context.closePath();
context.fill();
I'm not explaining that, you need to read a canvas tutorial to understand it.
Here are some ideas to get started, note that I didn't test these code.
To modify the code to draw a circular wave, we need introduce a polar coordinate system, where the particle's x-position is the angle in the circle and y-position the distance from center. We should use theta and r here but it requires a large amount of refactoring. We will talk about transforming later.
mouseMove(): Compute particle index from mouse position on screen to polar coordinates, and make sure the disturbance wrap around:
Define the function (outside mouseMove(), we need this again later)
function wrapAround(i, a) { return (i + a.length) % a.length; }
Then change
particles[target - 2] --> particles[wrapAround(target - 2, particles)]
particles[target - 1] --> particles[wrapAround(target - 1, particles)]
...
The modulo operator does the job but I added particles.length so I don't modulo a negative number.
render(): Make sure the force calculation wrap around, so we need to wrapAround function again. We can strip away the two if statements:
fExtensionY = particles[wrapAround(u - 1, particles)].y - particles[u].y - springs[wrapAround(u - 1, springs)].iLengthY;
fForceY += -fK * fExtensionY;
fExtensionY = particles[u].y - particles[wrapAround(u + 1, particles)].y - springs[warpAround(u, springs)].iLengthY;
fForceY += fK * fExtensionY;
Here is the result so far in jsfiddle: Notice the wave propagate from the other side. http://jsfiddle.net/DM68M/
After that's done, the hardest part is rendering them on a circle. To do that, we need coordinate transform functions that treat particle's (x, y) as (angle in the circle, distance from center), and we also need inverse transforms for mouse interaction in mouseMove().
function particleCoordsToScreenCoords(particleX, particleY) {
return [ radiusFactor * particleY * Math.cos(particleX / angleFactor),
radiusFactor * particleY * Math.sin(particleX / angleFactor) ];
}
function screenCoordsToParticleCoords(screenX, screenY) {
// something involving Math.atan2 and Math.sqrt
}
Where the ...Factor variables needed to be determined separately. The angleFactor is two pi over the highest x-position found among particles array
Then, in the coordinates supplied to the context.lineTo, context.arc, use the particleCoordsToScreenCoords to transform the coordinates.
I'm building a turn based HTML game based on a 2D square grid. Each grid square could take a variable number of movement points to cross (IE: 1 MP for roads, 1.5 MP for grasslands, 2 MP for forests, etc). When the user clicks on a unit I want to determine all possible movable spaces with said unit's allotted movement points so that I can highlight them and make them clickable.
Is there a free library available to do this? I've seen a few pathing algorithms but nothing about determining movable area. How do other game developers handle this problem? I'm open to both vanilla JS and JQuery solutions.
Well, I decided to try and attack this myself. I've never been great at these sorts of algorithms so I'm sure there's a more efficient way to handle it than what I've done. However, for my purposes it runs quickly enough and is very simple and easy to understand.
In case it's helpful to anyone else looking to do the same, I've included the code below. This is an updated version of my original answer, which I modified to also store the path taken so that you can show the units moving through the correct spaces. This answer uses JQuery in the lower examples, but only in a few places; you can easily enough replace them with vanilla JS. And the first block of code, containing the actual path/area finding functionality, is pure JS.
<script>
var possibleMovementAreaArray = new Array(); // This array will hold our allowable movement tiles. Your other functions can access this after running possibleMovementArea().
function possibleMovementArea(unitIndex) {
// I'm storing each unit in my game in an array. So I pass in the index of the unit I want to determine the movement area for.
var x = unitList[unitIndex][10]; // x coordinate on the playgrid
var y = unitList[unitIndex][11]; // y coordinate on the playgrid
var mp = unitList[unitIndex][15]; // number of movement points
possibleMovementAreaArray.length = 0; // Clear our array so previous runs don't interfere.
findPossibleMovement(x, y, mp);
}
function findPossibleMovement(x, y, mp, prevStepX, prevStepY) {
// This is a recursive function; something I'm not normally too good at.
for (var d=1; d<=4; d++) {
// We run through each of the four cardinal directions. Bump this to 8 and add 4 more cases to include corners.
if (d == 1) {
// Check Up
var newX = x;
var newY = y - 1;
} else if (d == 2) {
// Check Down
var newX = x;
var newY = y + 1;
} else if (d == 3) {
// Check Left
var newX = x - 1;
var newY = y;
} else if (d == 4) {
// Check Right
var newX = x + 1;
var newY = y;
}
// Check to see if this square is occupied by another unit. Two units cannot occupy the same space.
spaceOccupied = false;
for (var j=1; j<=numUnits; j++) {
if (unitList[j][10] == newX && unitList[j][11] == newY)
spaceOccupied = true;
}
if (!spaceOccupied) {
// Modify this for loop as needed for your usage. I have a 2D array called mainMap that holds the ID of a type of terrain for each tile.
// I then have an array called terList that holds all the details for each type of terrain, such as movement points needed to get past.
// This for loop is just looking up the ID of the terrain for use later. Sort of like a "SELECT * FROM terrainInfo WHERE ID=terrainOfCurrentTile".
for (var j=1; j<=numTerrains; j++) {
if (newX > 0 && newX <= mapWidth && newY > 0 && newY <= mapHeight && terList[j][1] == mainMap[newX][newY])
break; // After finding the index of terList break out of the loop so j represents the correct index.
}
if (j <= numTerrains) { // Run if an actual terrain is found. No terrain is found if the search runs off the sides of the map.
var newMp = mp - terList[j][7]; // Decrement the movement points for this particular path.
if (newMp >= 0) { // Only continue if there were enough movement points to move to this square.
// Check to see if this square is already logged. For both efficiency and simplicity we only want each square logged once.
var newIndex = possibleMovementAreaArray.length
var alreadyLogged = false
if (possibleMovementAreaArray.length > 0) {
for (var j=0; j<possibleMovementAreaArray.length; j++) {
if (possibleMovementAreaArray[j][1] == newX && possibleMovementAreaArray[j][2] == newY) {
alreadyLogged = true;
var alreadyLoggedIndex = j;
}
}
}
if (!alreadyLogged) {
// This adds a row to the array and records the x and y coordinates of this tile as movable
possibleMovementAreaArray[newIndex] = new Array(6);
possibleMovementAreaArray[newIndex][1] = newX;
possibleMovementAreaArray[newIndex][2] = newY;
possibleMovementAreaArray[newIndex][3] = prevStepX; // This tracks the x coords of the steps taken so far to get here.
possibleMovementAreaArray[newIndex][4] = prevStepY; // This tracks the y coords of the steps taken so far to get here.
possibleMovementAreaArray[newIndex][5] = newMp; // Records remaining MP after the previous steps have been taken.
}
if (alreadyLogged && newMp > possibleMovementAreaArray[alreadyLoggedIndex][5]) {
// If this tile was already logged, but there was less MP remaining on that attempt, then this one is more efficient. Update the old path with this one.
possibleMovementAreaArray[alreadyLoggedIndex][3] = prevStepX;
possibleMovementAreaArray[alreadyLoggedIndex][4] = prevStepY;
possibleMovementAreaArray[alreadyLoggedIndex][5] = newMp;
}
if (newMp > 0) {
// Now update the list of previous steps to include this tile. This list will be passed along to the next call of this function, thus building a path.
if (prevStepX == '') {
var newPrevStepX = [newX];
var newPrevStepY = [newY];
} else {
// This code is required to make a full copy of the array holding the existing list of steps. If you use a simple equals then you just create a reference and
// subsequent calls are all updating the same array which creates a chaotic mess. This way we store a separate array for each possible path.
var newPrevStepX = prevStepX.slice();
newPrevStepX.push(newX);
var newPrevStepY = prevStepY.slice();
newPrevStepY.push(newY);
}
// If there are still movement points remaining, check and see where we could move next.
findPossibleMovement(newX, newY, newMp, newPrevStepX, newPrevStepY);
}
}
}
}
}
}
</script>
After running the above, you can then loop through the array to find all usable tiles. Here is how I did it:
<script>
// Shows the movement area based on the currently selected unit.
function showMovement() {
var newHTML = "";
curAction = "move";
possibleMovementArea(curUnit); // See above code
for (x=0; x<possibleMovementAreaArray.length; x++) {
// Loop over the array and do something with each tile. In this case I'm creating an overlay that I'll fade in and out.
var tileLeft = (possibleMovementAreaArray[x][1] - 1) * mapTileSize; // Figure out where to absolutely position this tile.
var tileTop = (possibleMovementAreaArray[x][2] - 1) * mapTileSize; // Figure out where to absolutely position this tile.
newHTML = newHTML + "<img id='path_" + possibleMovementAreaArray[x][1] + "_" + possibleMovementAreaArray[x][2] + "' onClick='mapClk(" + possibleMovementAreaArray[x][1] + ", " + possibleMovementAreaArray[x][2] + ", 0);' src='imgs/path.png' class='mapTile' style='left:" + tileLeft + "px; top:" + tileTop + "px;'>";
}
$("#movementDiv").html(newHTML); // Add all those images into a preexisting div.
$("#movementDiv").css("opacity", "0.5"); // Fade the div to 50%
$("#movementDiv").show(); // Make the div visible.
startFading(); // Run a routine to fade the div in and out.
}
</script>
Since we determined the path, we can easily show movement as well by looping through the stored information:
<script>
for (j=0; j<possibleMovementAreaArray[areaIndex][3].length; j++) {
// This loop moves the unit img to each tile on its way to its destination. The final destination tile is not included.
var animSpeed = 150; // Time in ms that it takes to move each square.
var animEase = "linear"; // We want movement to remain a constant speed through each square in this case.
var targetLeft = (possibleMovementAreaArray[areaIndex][3][j]-1) * mapTileSize; // This looks at each step in the path array and multiplies it by tile size to determine the new horizonal position.
var targetTop = (possibleMovementAreaArray[areaIndex][4][j]-1) * mapTileSize; // This looks at each step in the path array and multiplies it by tile size to determine the new vertical position.
$("#char_"+curUnit).animate({"left":targetLeft, "top":targetTop}, animSpeed, animEase); // Do the animation. Subsequent animations get queued.
}
// Now we need to move to that last tile.
newLeft = (x-1) * mapTileSize;
newTop = (y-1) * mapTileSize;
$("#char_"+curUnit).animate({"left":newLeft, "top":newTop}, 400, "easeOutCubic"); // Slow unit at the end of journey for aesthetic purposes.
$("#char_"+curUnit).addClass("unitMoved", 250); // Turns the image grayscale so it can easily be seen that it has already moved.
</script>
Hopefully this is helpful to others.
Hi everyone I started to write a little game with ball and bricks and have some problem with collision detection. Here is my code http://jsbin.com/ibufux/9 . I know that detection works though array, but I can't figure how I can apply it to my code.
Here is what i have tried:
bricksCollision: function() {
for (var i = 0; i < $bricks.length; i++) {
if ($ball.t == $bricks[i].offset().top) {
$bricks[i].splice(i, 1);
}
}
Every bricks in game are generated by for loop and then goes to $bricks array. Every brick after generating receive top and left position and have position absolute. I have tried to check if $ball.t (it's properties of my ball object which detects ball top position) reach the bricks and than remove bricks.
Thanks for any help. I'm only start to learn JS that's why my code is
knotty.
First of all, let'stalk about some code errors
$ball.t should be probably $ball.top
you do not need to have $ as a prefix, for your code, it's simply a variable and you are calling $ball instead of ball witch results in assumption errors!
for those assumption errors here is what you are doing wrong:
$ball is a dom element, not a jQuery element
the same as $bricks
$ball is an array
with those concluded from some console.log() let's try to fix the code:
the $ball should be called, as there's only one, by it's array element, as $ball[0] and because you have variables pointing to DOM elements and not jQuery elements, you need to wrap it in Jquery as:
if ( $($ball[0]).top === $($bricks[i]).offset().top ) { ...
a good idea not to get confused is only use $ in jQuery elements, prefixing it in a variable, does not make them a jQuery Element.
And everytime you see that you have an error such as "element x has no method y" always assume that you're calling a method from a DOM element, and not a jQuery element.
Now, that #balexandre has nicely explained some points about your code, lets examine how we can compute the collision.
Imagine 2 Ranges overlapping each other (Range a partly overlaps Range b)
[100 .|.. 300]
[200 ..|. 400]
The part overlapping is from | to | -> 200 to 300, so the size of the overlap is 100
If you look at the numbers, you notice, that the overlap could be seen like,
Take the smaller number of the right side -> 300
Take the greate number of the left side -> 200
Subtract them from each other -> 300 - 200 = 100.
Lets take a look at 2 other situations. (Range b completely in Range a)
[50 ... 150]
[75...125]
So the values we have are: Math.min (150,125) //125 for the end value and Math.max (50,75) // 75 for the start value, resulting in a value of 125 - 75 = 50 for the overlap
Let's take a look the last example (Range a not in Range b)
[50 ... 150]
[200 ... 300]
Using the above formula, yields the result Math.min (150 , 300 ) - Math.max (50,200) // -50 which absolutes' value is the gap between the 2 Ranges, 50
Now we can add a last condition, as you want to compute the collision, only values > 0 are of interest for us. Given this we can put it into one condition.
Math.min ((Brick["Right"],Ball["Right"]) - Math.max (Brick["Left"], Ball["Left"]) > 0)
Which will yield true if the elements' overlap and false if they don't.
Applying this to your code, we could compute the collision the following way
bricksCollision: function () {
for (var i = 0; i < $bricks.length; i++) {
var $brick = $($bricks[i]);
var offset = $brick.offset();
var brickBounds = [offset.left - field.l]; //brick left pos
brickBounds[1] = brickBounds[0] + 40 //bricks right pos -> left pos + .bricks.width;
var ballBounds = [ball.l]; //balls left pos
ballBounds[1] = ballBounds[0] + 20 //balls right pos -> left pos + #ball.width;
if (ball.t <= (offset.top + 20) && (Math.min(brickBounds[1], ballBounds[1]) - Math.max(brickBounds[0], ballBounds[0])) > 0) {
$bricks[i].style.opacity = 0; //Make the brick opaque so it is not visible anymore
$bricks.splice(i, 1) //remove the brick from the array -> splice on the array, not the element
return true;
}
}
}
With this we could return true to the move function, when the Ball collides with a Brick.
But hey, we want it to Bounce off in the right direction, so we will face another problem.
So rather then returning a Boolean value whether the Brick collides or not, we could return a new direction in which the Ball will should move.
To be able to easily change only the x or the y part of the direction, we should use something like a vector.
To do so, we could use 2 Bits of an Integer, where the bit b0 stays for the x direction and the bit b1 for the y direction. Such that.
Dec Bin Direction
0 -> 00 -> Down Left
^ -> Left
^ -> Down
1 -> 01 -> Down Right
^ -> Right
^ -> Down
2 -> 10 -> Up Left
^ -> Left
^ -> Up
3 -> 11 -> Up Right
^ -> Right
^ -> Up
But to be able to change only a part of the direction, we need to pass the old direction to the collision function, and use bitwise & and | respectively to turn them off or on
Also we have to compute from which side the ball collides.
Fortunatly we have overlap calculation from before, which already uses all values we need, to compute the direction of collision.
If it comes frome the
right
Brick ["Right"] - Ball["Left"] has to be the same value as the overlap.
left
Ball ["Right"] - Brick["Left"] has to be the same value as the overlap.
If none of them are true, it has to either come from the
bottom
if Ball["Top"] is more than ( Brick["Top"] plus half of the Brick["height"] )
or else from the top.
To reduce the range where the condition, for the collision from the side, evaluates to true we can add another condition that the overlap has to be less than e.g ... && overlap < 2
So if it collides with the edge it doesn't always bounce of to the side.
So enough the talking, in code this could look like something like this.
bricksCollision: function (direction) {
var newDirection = direction
var ballBounds = [ball.l]; //balls left pos
ballBounds[1] = ballBounds[0] + 20 //balls right pos -> left pos + #ball.width;
for (var i = 0; i < $bricks.length; i++) {
var $brick = $($bricks[i]);
var offset = $brick.offset();
var brickBounds = [offset.left - field.l]; //brick left pos
brickBounds[1] = brickBounds[0] + 40 //bricks right pos -> left pos + .bricks.width;
var overlap = Math.min(brickBounds[1], ballBounds[1]) - Math.max(brickBounds[0], ballBounds[0]);
if (ball.t <= ((offset.top - field.t) + 20) && overlap > 0) {
$bricks[i].style.opacity = 0; //Make the brick opaque so it is not visible anymore
$bricks.splice(i, 1) //remove the brick from the array -> splice on the array, not the element
if (ballBounds[1] - brickBounds[0] == overlap && overlap < 2) { //ball comes from the left side
newDirection &= ~(1); //Turn the right bit off -> set x direction to left
} else if (brickBounds[1] - ballBounds[0] == overlap && overlap < 2) { //ball comes from the right side
newDirection |= 1; // Turn the right bit on -> set x direction to right;
} else {
if (ball.t > (offset.top + (20 / 2))) //Ball comes from downwards
newDirection &= ~(2) // Turn the left bit off -> set y direction to down;
else //Ball comes from upwards
newDirection |= 2; // Turn the left bit on -> set y direction to up;
}
//console.log("Coming from: %s Going to: %s", field.directionsLkp[direction], field.directionsLkp[newDirection], direction)
return newDirection;
}
}
return direction;
}
To get that to work, we should also change the moveXX functions, to use the new direction, returned.
But if we are going to get the new direction from the collision function anyway, we could move the complete collision detection to the function, to simplify our move functions.
But before that, we should have a look at the move functions and, add a lookup object to field which holds the numbers for the direction, to maintain readability.
var field = {
directions: {
uR : 3, // 11
dR : 1, // 01
dL : 0, // 00
uL : 2 // 10
},
directionsLkp: [
"dL","dR","uL","uR"
],
...
}
Now the move functions could then look like this,
ballCondact: function () {
var moves = [moveDl,moveDr,moveUl,moveUr]
var timeout = 5;
function moveUr() {
var timer = setInterval(function () {
$ball.css({
top: (ball.t--) + "px",
left: (ball.l++) + "px"
})
var newDirection = game.bricksCollision(field.directions.uR) //get the new direction from the collision function
if (newDirection !== field.directions.uR) {
clearInterval(timer);
moves[newDirection](); //move in the new direction
}
}, timeout);
}
...
}
Like this, the move function simply changes the direction if the collision function returns a direction which differs from the current one.
Now we can start moving the wall collisions to the collision function, to do this we could add another check at the beginning.
bricksCollision: function (direction) {
...
if (ball.t <= field.t)
newDirection &= ~(2); //Ball is at top, move down
else if (ball.l <= 0) //Ball is at the left, move right
newDirection |= 1;
else if (ball.t >= field.b - ball.height) //Ball is at the bottom, move up
newDirection |= 2;
else if (ball.l > field.width - ball.width) //Ball is at the right, move left
newDirection &= ~(1);
if (direction !== newDirection)
return newDirection
...
}
Note, i left out the collision check for the platform, as the idea should be clear =)
Here is a Fiddle