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June 11, 2020 12:21
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Simple collision detection / reaction for intersecting rectangles
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<head> | |
<title>Collision</title> | |
<style> | |
canvas { | |
border: 1px solid #333; | |
} | |
</style> | |
</head> | |
<body onload="main();"> | |
<canvas tabindex="1" width="640" height="480"></canvas> | |
<script> | |
const dom = document.querySelector("canvas"); | |
const ctx = dom.getContext("2d"); | |
const hero = { | |
x: 206, | |
y: 200-26, | |
x_lerp: 206, | |
y_lerp: 200-26, | |
w: 25, | |
h: 25, | |
speed: 5, | |
color: "steelblue", | |
vel_x: null, | |
vel_y: null, | |
}; | |
const blocks = [ | |
{x: 100, y: 150, w: 50, h: 50, n: {t: true, b: true, l: true, r: false}}, | |
{x: 155, y: 150, w: 50, h: 50, n: {t: false, b: true, l: false, r: true}}, | |
{x: 205, y: 200, w: 50, h: 50, n: {t: true, b: false, l: true, r: true}}, | |
{x: 205, y: 255, w: 50, h: 50, n: {t: false, b: true, l: true, r: true}}, | |
]; | |
const keys = { | |
curr: null, | |
all: [], | |
down: {}, | |
pressed: {}, | |
released: {}, | |
init: () => { | |
dom.onkeydown = e => { | |
keys.curr = e.key; | |
if (!keys.pressed[e.key] && !keys.down[e.key]) { | |
keys.pressed[e.key] = true; | |
} | |
keys.all.push(e.key); | |
keys.down[e.key] = true; | |
} | |
dom.onkeyup = e => { | |
keys.down[e.key] = false; | |
keys.released[e.key] = true; | |
} | |
}, | |
scan: key => { | |
let arr = keys.all; | |
for (let i = 0; i < arr.length; i++) { | |
keys.pressed[arr[i]] ? keys.pressed[arr[i]] = false : 0; | |
keys.released[arr[i]] ? keys.released[arr[i]] = false : 0; | |
} | |
}, | |
}; | |
lerp = (obj, speed) => { | |
obj.x_lerp += (obj.x - obj.x_lerp) * speed; | |
obj.y_lerp += (obj.y - obj.y_lerp) * speed; | |
} | |
collision = (a, b) => { | |
let d1x = a.x_lerp - (b.x + b.w); | |
let d2x = b.x - (a.x_lerp + a.w); | |
let d1y = a.y_lerp - (b.y + b.h); | |
let d2y = b.y - (a.y_lerp + a.h); | |
if (d1x >= 0 || d2x >= 0) | |
return false; | |
if (d1y >= 0 || d2y >= 0) | |
return false; | |
let i = Math.min(Math.abs(d1x),Math.abs(d1y),Math.abs(d2x),Math.abs(d2y)); | |
if (i == Math.abs(d1y) && a.vel_y != 0 && b.n.b) { | |
a.y = b.y + b.h; | |
a.y_lerp = a.y; | |
} else if (i == Math.abs(d2y) && a.vel_y != 0) { | |
a.y = b.y - a.h; | |
a.y_lerp = a.y; | |
} else if (i == Math.abs(d1x) && a.vel_x != 0 && b.n.r) { | |
a.x = b.x + b.w; | |
a.x_lerp = a.x; | |
} else if (i == Math.abs(d2x) && a.vel_x != 0) { | |
a.x = b.x - a.w; | |
a.x_lerp = a.x; | |
} | |
return true; | |
} | |
init = () => { | |
keys.init(); | |
dom.focus(); | |
} | |
input = () => { | |
if (keys.down["ArrowUp"]) { | |
hero.y -= hero.speed; | |
} | |
if (keys.down["ArrowDown"]) { | |
hero.y += hero.speed; | |
} | |
if (keys.down["ArrowLeft"]) { | |
hero.x -= hero.speed; | |
} | |
if (keys.down["ArrowRight"]) { | |
hero.x += hero.speed; | |
} | |
keys.scan(keys.curr); | |
} | |
update = () => { | |
lerp(hero, .15); | |
hero.vel_x = Math.floor(Math.abs(hero.x - hero.x_lerp)); | |
hero.vel_y = Math.floor(Math.abs(hero.y - hero.y_lerp)); | |
let react = false; | |
for (block of blocks) { | |
if (collision(hero, block)) { | |
react = true; | |
} | |
} | |
} | |
draw = () => { | |
ctx.clearRect(0, 0, dom.width, dom.height); | |
ctx.fillStyle = "#999"; | |
for (block of blocks) { | |
ctx.fillRect(block.x, block.y, block.w, block.h); | |
} | |
ctx.fillStyle = hero.color; | |
ctx.fillRect(hero.x_lerp, hero.y_lerp, hero.w, hero.h); | |
} | |
main = () => { | |
init(); | |
let loop = dt => { | |
input(); | |
update(); | |
draw(); | |
requestAnimationFrame(loop); | |
} | |
return requestAnimationFrame(dt => loop(dt)) | |
} | |
</script> | |
</body> |
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