您将让对象与不止 1 个碰撞。脚本将为您提供所有碰撞。但我想接受/移动它或不接受它的逻辑取决于你想要实现的目标。借自相交
script:
function mouseMove(e) {
if (!mouseDown) {
return;
}
let coords = e.target.getBoundingClientRect();
let movX = e.movementX;
let movY = e.movementY;
collision(movX, movY, e.target.classList[1], coords) //check all collisions. Item can collide with more than one polygon.
e.target.style.left = `${coords.left+movX}px`;
e.target.style.top = `${coords.top+movY}px`;
/* if (!) {
}*/
}
function collision(newX, newY, movingPart, movingRect) {
let takenPositions = []; //array of arrays of rects' L, R, Top, Bottom coords
let newCoords = {
id: movingPart,
width: 100,
height: 100,
x: movingRect.left + newX,
y: movingRect.top + newY
};
let collision = false;
let collisions = []; //store collisions.
divs.forEach((d) => {
if (d.classList[1] !== movingPart) { // a thing can't collide with itself
let c = d.getBoundingClientRect();
takenPositions.push({
id: d.classList[1],
width: 100,
height: 100,
x: c.left,//updated this part x,y are undefined :|
y: c.top //and updated this
});
}
});
takenPositions.forEach((p) => {
var tw = p.width;
var th = p.height;
var rw = newCoords.width;
var rh = newCoords.height;
if (rw <= 0 || rh <= 0 || tw <= 0 || th <= 0) {
collision = false;
} else {
var tx = p.x;
var ty = p.y;
var rx = newCoords.x;
var ry = newCoords.y;
rw += rx;
rh += ry;
tw += tx;
th += ty;
collision = ((rw < rx || rw > tx) && (rh < ry || rh > ty) && (tw < tx || tw > rx) && (th < ty || th > ry));
collisions.push({
parentId: newCoords.id,
destId: p.id,
collision: collision
});
}
});
let info = document.querySelector('div.info');
info.innerHTML = "";
collisions.forEach(function(element) {
info.innerHTML += `${element.parentId} collision with ${element.destId} is ${element.collision}. <br/>`;
});
}