踫撞检测 之二 — Collision Detection and Sound

本文探讨了2D游戏中常见的碰撞检测算法,包括轴对齐包围盒、圆形碰撞及分离轴定理,并介绍了如何在碰撞发生时播放声音效果。通过实际代码示例,展示了不同形状之间的碰撞检测实现。

Collision Detection and Sound 踫撞检测及播放踫撞声音


Today I am going to add collision detection in my game. Algorithms to detect collision in 2D games depend on the type of shapes that can collide (e.g. Rectangle to Rectangle, Rectangle to Circle, Circle to Circle). Generally you will have a simple generic shape that covers the entity known as a “hitbox” so even collision may not be pixel perfect.

Axis-Aligned Bounding Box

One of the simpler forms of collision detection is between two rectangles that are axis aligned — meaning no rotation. The algorithm works by ensuring there is no gap between any of the 4 sides of the rectangles. Any gap means a collision does not exist.

var rect1 = {x: 5, y: 5, width: 50, height: 50}
var rect2 = {x: 20, y: 10, width: 10, height: 10}

if (rect1.x < rect2.x + rect2.width &&
   rect1.x + rect1.width > rect2.x &&
   rect1.y < rect2.y + rect2.height &&
   rect1.height + rect1.y > rect2.y) {
    // collision detected!
}

// filling in the values =>

if (5 < 30 &&
    55 > 20 &&
    5 < 20 &&
    55 > 10) {
    // collision detected!
}

Note: You can see a live example of Axis-Aligned Bounding Box collision detection on jsFiddle, to illustrate how this code would work in practice. Here is another example without Canvas or external libraries.

Circle Collision

Another simple shape for collision detection is between two circles. This algorithm works by taking the centre points of the two circles and ensuring the distance between the centre points are less than the two radii added together.

var circle1 = {radius: 20, x: 5, y: 5};
var circle2 = {radius: 12, x: 10, y: 5};

var dx = circle1.x - circle2.x;
var dy = circle1.y - circle2.y;
var distance = Math.sqrt(dx * dx + dy * dy);

if (distance < circle1.radius + circle2.radius) {
    // collision detected!
}

Note: You can see a live example of Circle collision detection on jsFiddle, to illustrate how this code would work in practice.

Separating Axis Theorem

This is a collision algorithm that can detect a collision between any two convex polygons. It’s more complicated to implement than the above methods but is more powerful. The complexity of an algorithm like this means we will need to consider performance optimization, covered in the next section.

  1. Separating Axis Theorem (SAT) explanation
  2. Collision detection and response
  3. Collision detection Using the Separating Axis Theorem
  4. SAT (Separating Axis Theorem)
  5. Separation of Axis Theorem (SAT) for Collision Detection

Collision Performance

While some of these algorithms for collision detection are simple enough to calculate, it can be a waste of cycles to test every entity with every other entity. Usually games will split collision into two phases, broad and narrow.

Broad Phase

Broad phase should give you a list of entities that could be colliding. This can be implemented with a spacial data structure that will give you a rough idea of where the entity exists and what exist around it. Some examples of spacial data structures are Quad Trees, R-Trees or a Spacial Hashmap.

Narrow Phase

When you have a small list of entities to check you will want to use a narrow phase algorithm (like the ones listed above) to provide a certain answer as to whether there is a collision or not.

So how I am doing the collision detection in my game is shown in the below image with self-explanatory comments.

在这里插入图片描述

There are 2 more else conditions but they are almost similar to the previous ones and covering those things which aren’t covered there. In each of the collision function I am calling the sound function , this is how the sound is going to play.

在这里插入图片描述

collision is the sound object and then we are going to play the collision again after it is hitting the paddle.

先展示下效果 https://pan.quark.cn/s/a4b39357ea24 遗传算法 - 简书 遗传算法的理论是根据达尔文进化论而设计出来的算法: 人类是朝着好的方向(最优解)进化,进化过程中,会自动选择优良基因,淘汰劣等基因。 遗传算法(英语:genetic algorithm (GA) )是计算数学中用于解决最佳化的搜索算法,是进化算法的一种。 进化算法最初是借鉴了进化生物学中的一些现象而发展起来的,这些现象包括遗传、突变、自然选择、杂交等。 搜索算法的共同特征为: 首先组成一组候选解 依据某些适应性条件测算这些候选解的适应度 根据适应度保留某些候选解,放弃其他候选解 对保留的候选解进行某些操作,生成新的候选解 遗传算法流程 遗传算法的一般步骤 my_fitness函数 评估每条染色体所对应个体的适应度 升序排列适应度评估值,选出 前 parent_number 个 个体作为 待选 parent 种群(适应度函数的值越小越好) 从 待选 parent 种群 中随机选择 2 个个体作为父方和母方。 抽取父母双方的染色体,进行交叉,产生 2 个子代。 (交叉概率) 对子代(parent + 生成的 child)的染色体进行变异。 (变异概率) 重复3,4,5步骤,直到新种群(parentnumber + childnumber)的产生。 循环以上步骤直至找到满意的解。 名词解释 交叉概率:两个个体进行交配的概率。 例如,交配概率为0.8,则80%的“夫妻”会生育后代。 变异概率:所有的基因中发生变异的占总体的比例。 GA函数 适应度函数 适应度函数由解决的问题决定。 举一个平方和的例子。 简单的平方和问题 求函数的最小值,其中每个变量的取值区间都是 [-1, ...
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