Pure mathematics line segment Vs circle collision detection along with HTML5 example
Talking about Game development, HTML5, Javascript and Phaser.
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var game;
var gameOptions = {
circleRadius: 50
}
window.onload = function() {
var gameConfig = {
thpe: Phaser.CANVAS,
width: 600,
height: 600,
scene: [playGame]
}
game = new Phaser.Game(gameConfig);
window.focus()
}
class playGame extends Phaser.Scene{
constructor(){
super("PlayGame");
}
preload(){
this.load.image("crosshair", "crosshair.png");
}
create(){
this.graphics = this.add.graphics();
this.circleCenter = this.add.sprite(Phaser.Math.Between(50, game.config.width - 50), Phaser.Math.Between(50, game.config.height - 50), "crosshair");
this.circleCenter.setInteractive();
this.segmentStart = this.add.sprite(Phaser.Math.Between(20, game.config.width - 20), Phaser.Math.Between(20, game.config.height - 20), "crosshair");
this.segmentStart.setInteractive();
this.segmentEnd = this.add.sprite(Phaser.Math.Between(20, game.config.width - 20), Phaser.Math.Between(20, game.config.height - 20), "crosshair");
this.segmentEnd.setInteractive();
this.input.setDraggable([this.circleCenter, this.segmentStart, this.segmentEnd]);
this.distancePoint = this.add.sprite(0, 0, "crosshair");
this.text = this.add.text(0, 0, "",{
fontFamily: "Arial",
color: "#ffffff"
});
this.drawStuff();
this.input.on("drag", function(pointer, gameObject, dragX, dragY) {
gameObject.x = dragX;
gameObject.y = dragY;
this.drawStuff();
}, this);
}
drawStuff(){
this.graphics.clear();
if(this.distToSegmentSquared({
x: this.circleCenter.x,
y: this.circleCenter.y
}, gameOptions.circleRadius, {
x: this.segmentStart.x,
y: this.segmentStart.y
}, {
x: this.segmentEnd.x,
y: this.segmentEnd.y
})){
this.graphics.lineStyle(2, 0x880000);
}
else{
this.graphics.lineStyle(2, 0x008800);
}
this.graphics.strokeCircle(this.circleCenter.x, this.circleCenter.y, gameOptions.circleRadius);
this.graphics.lineStyle(2, 0x008800);
this.graphics.beginPath();
this.graphics.moveTo(this.segmentStart.x, this.segmentStart.y);
this.graphics.lineTo(this.segmentEnd.x, this.segmentEnd.y);
this.graphics.closePath();
this.graphics.strokePath();
this.graphics.lineStyle(2, 0x888800);
this.graphics.beginPath();
this.graphics.moveTo(this.distancePoint.x, this.distancePoint.y);
this.graphics.lineTo(this.circleCenter.x, this.circleCenter.y);
this.graphics.closePath();
this.graphics.strokePath();
this.text.setText("Segment: (" + this.segmentStart.x + ", " + this.segmentStart.y +") to (" + this.segmentEnd.x + ", " + this.segmentEnd.y +")\nCircle center: (" + this.circleCenter.x + ", " + this.circleCenter.y +")\nPoint to watch: (" + this.distancePoint.x + ", " + this.distancePoint.y +")");
}
getDistance(p1, p2){
return (p1.x - p2.x) * (p1.x - p2.x) + (p1.y - p2.y) * (p1.y - p2.y);
}
distToSegmentSquared(circleCenter, circleRadius, segmentStart, segmentEnd){
var l2 = this.getDistance(segmentStart, segmentEnd);
var t = ((circleCenter.x - segmentStart.x) * (segmentEnd.x - segmentStart.x) + (circleCenter.y - segmentStart.y) * (segmentEnd.y - segmentStart.y)) / l2;
t = Math.max(0, Math.min(1, t));
var tX = segmentStart.x + t * (segmentEnd.x - segmentStart.x);
var tY = segmentStart.y + t * (segmentEnd.y - segmentStart.y);
var tPoint = {
x: tX,
y: tY
}
this.distancePoint.x = Math.round(tX);
this.distancePoint.y = Math.round(tY);
return this.getDistance(circleCenter, tPoint) < circleRadius * circleRadius;
}
}
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