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弹动的公式和检测矩形边界的公式
重要公式:
(1)简单缓动
dx = targetX - object.x;
dy = targetY - object.y;
vx = dx * easing;
vy = dy * easing;
object.x += vx;
object.y += vy;
可精简:
vx = (targetX - object.x) * easing;
vy = (targetY - object.y) * easing;
object.x += vx;
object.y += vy;
再精简:
object.x += (targetX - object.x) * easing;
object.y += (targetY - object.y) * easing;
(2)简单弹动
ax = (targetX - object.x) * spring;
ay = (targetY - object.y) * spring;
vx += ax;
vy += ay;
vx *= friction;
vy *= friction;
object.x += vx;
object.y += vy;
可精简:
vx += (targetX - object.x) * spring;
vy += (targetY - object.y) * spring;
vx *= friction;
vy *= friction;
object.x += vx;
object.y += vy;
再精简:
vx += (targetX - object.x) * spring;
vy += (targetY - object.y) * spring;
object.x += (vx *= friction);
object.y += (vy *= friction);
(3)有偏移的弹动
dx = object.x - fixedX;
dy = object.y - fixedY;
targetX = fixedX + Math.cos(angle) * springLength;
targetY = fixedY + Math.sin(angle) * springLength;
边界检测重要公式:
(1)矩形边界碰撞检测
tool.intersects = function(bodyA,bodyB){
return !(bodyA.x + bodyA.width < bodyB.x ||
bodyB.x + bodyB.width < bodyA.x ||
bodyA.y + bodyA.height < bodyB.y ||
bodyB.y + bodyB.height < bodyA.y);
};
(2)基于距离的碰撞检测
dx = objectB.x - objectA.x;
dy = objectB.y - objectA.y;
dist = Math.sqrt(dx * dx + dy * dy);
if(dist < objectA.radius + objectB.radius){}
(3)多物体碰撞检测
for(var i = 0; i < objects.length; i++){
var objectA = objects[i];
for(var j = i + 1; j < objects.length; j++){
var objectB = objects[j];
if(tool.intersects(objectA,objectB){}
}
};
弹动的公式和检测矩形边界的公式