最近在学习碰撞检测相关的知识,但说实话,写的不咋地。但是因为鄙人学识浅薄,所以觉得基本上还行,但是挺追求我完美的,所以想拿出来让大神们批评批评。先来看一下效果感觉哇,真卡,真难受。因为真本来是正方形所以检测的不是很准确。下面来批评一下这个的代码。碰撞检测的代码if((mover.offsetLeft + mover.offsetWidth >= target.offsetLeft) && (mover.offsetTop + mover.offsetHeight >= target.offsetTop) && (target.offsetLeft + target.offsetWidth >= mover.offsetLeft) && (target.offsetTop + target.offsetHeight >= mover.offsetTop) )因为碰撞可以分为这四个角度。1.左上角2.右上角3.左下角4.右下角5.整体图示只要在那个区域之内就行。碰撞区域边缘的代码setInterval(function move(e) { boll.style.left = boll.offsetLeft + (this.N * 10) + ‘px’; //改变小球的位置 boll.style.top = boll.offsetTop + (this.T * 10) + ‘px’; if(boll.offsetLeft >= sq.offsetWidth - boll.offsetWidth || boll.offsetLeft <= 0 ){ //碰撞左右两边 this.N *= -1; //改变方向(依自己喜好定义) } if(boll.offsetTop >= sq.offsetHeight - boll.offsetHeight || boll.offsetTop <= 0 ){ //碰撞上下两边 this.T *= -1; //改变方向(依自己喜好定义) } }.bind(this), 50);检测每一个小球与其他小球是否碰撞bollArr = [], //存放小球DOM元素,改变方向用boll = []; //存放小球,检测是否碰撞用setInterval(function move(e) { for (var i = 0; i < bollArr.length; i ++) { for (var j = i + 1; j < bollArr.length; j ++) { collisionDetection(bollArr[i], bollArr[j], fes[i], fes[j]); } }}, 50);小球构造函数function Boll() { this.backgroundColor = ‘rgba(35, 215, 65, .3)’; //小球颜色 this.left = getRandom(400); //小球位置 this.top = getRandom(400); this.N = 1; //改变小球方向的数(自己可以精确定义,我就随便定义了) this.T = 1; boll.push(this);}整体代码let sq = document.getElementById(‘square’), //获取最外面的框 bollArr = [], //小球DOM元素集合 boll = []; //小球实例集合function Boll() { //构造函数 this.backgroundColor = ‘rgba(35, 215, 65, .3)’; this.left = getRandom(400); this.top = getRandom(400); this.N = 1; this.T = 1; boll.push(this);}let boll0 = new Boll(), boll1 = new Boll(), boll2 = new Boll();Boll.prototype.createBoll = function() { //创建小球 let boll = document.createElement(‘div’); boll.style.display = ’none’; boll.style.width = ‘60px’; boll.style.height = ‘60px’; boll.style.backgroundColor = this.backgroundColor; boll.style.borderRadius = ‘50%’; boll.style.position = ‘absolute’; boll.style.left = this.left + ‘px’; boll.style.top = this.top + ‘px’; boll.style.display = ‘block’; sq.appendChild(boll); bollArr.push(boll); setInterval(function move(e) { //检测是否和外面的框碰撞 boll.style.left = boll.offsetLeft + (this.N * 10) + ‘px’; boll.style.top = boll.offsetTop + (this.T * 10) + ‘px’; if(boll.offsetLeft >= sq.offsetWidth - boll.offsetWidth || boll.offsetLeft <= 0 ){ this.N *= -1; } if(boll.offsetTop >= sq.offsetHeight - boll.offsetHeight || boll.offsetTop <= 0 ){ this.T *= -1; } }.bind(this), 50);}// 碰撞检测function collisionDetection(mover, target, boll, boll2) { if((mover.offsetLeft + mover.offsetWidth >= target.offsetLeft) && (mover.offsetTop + mover.offsetHeight >= target.offsetTop) && (target.offsetLeft + target.offsetWidth >= mover.offsetLeft) && (target.offsetTop + target.offsetHeight >= mover.offsetTop) ){ boll.N *= -1; boll.T *= -1; boll2.N *= -1; boll2.T *= -1; }}boll0.createBoll();boll1.createBoll();boll2.createBoll();// 为每两个小球检测是否碰撞setInterval(function move(e) { for (var i = 0; i < bollArr.length; i ++) { for (var j = i + 1; j < bollArr.length; j ++) { collisionDetection(bollArr[i], bollArr[j], boll[i], boll[j]); } }}, 50);上面其实有很多不好和bug,希望看到的大神能批评几句。因为使用了offset…几乎一直在重排,所以性能不是最好的,但效果基本上实现了。