I'm working on an HTML Canvas demo to learn more about circle to circle collision detection and response. I believe that the detection code is correct but the response math is not quite there.
The demo has been implemented using TypeScript, which is a typed superset of JavaScript that is transpiled to plain JavaScript.
I believe that the problem exists within the checkCollision method of the Circle class, specifically the math for calculating the new velocity.
The blue circle position is controlled by the mouse (using an event listener). If the red circle collides from the right side of the blue circle, the collision response seems to work correctly, but if it approaches from the left it does not respond correctly.
I am looking for some guidance on how I can revise the checkCollision math to correctly handle the collision from any angle.
Here is a CodePen for a live demo and dev environment: CodePen
class DemoCanvas {
canvasWidth: number = 500;
canvasHeight: number = 500;
canvas: HTMLCanvasElement = document.createElement('canvas');
constructor() {
this.canvas.width = this.canvasWidth;
this.canvas.height = this.canvasHeight;
this.canvas.style.border = '1px solid black';
this.canvas.style.position = 'absolute';
this.canvas.style.left = '50%';
this.canvas.style.top = '50%';
this.canvas.style.transform = 'translate(-50%, -50%)';
document.body.appendChild(this.canvas);
}
clear() {
this.canvas.getContext('2d').clearRect(0, 0, this.canvas.width, this.canvas.height);
}
getContext(): CanvasRenderingContext2D {
return this.canvas.getContext('2d');
}
getWidth(): number {
return this.canvasWidth;
}
getHeight(): number {
return this.canvasHeight;
}
getTop(): number {
return this.canvas.getBoundingClientRect().top;
}
getRight(): number {
return this.canvas.getBoundingClientRect().right;
}
getBottom(): number {
return this.canvas.getBoundingClientRect().bottom;
}
getLeft(): number {
return this.canvas.getBoundingClientRect().left;
}
}
class Circle {
x: number;
y: number;
xVelocity: number;
yVelocity: number;
radius: number;
color: string;
canvas: DemoCanvas;
context: CanvasRenderingContext2D;
constructor(x: number, y: number, xVelocity: number, yVelocity: number, color: string, gameCanvas: DemoCanvas) {
this.radius = 20;
this.x = x;
this.y = y;
this.xVelocity = xVelocity;
this.yVelocity = yVelocity;
this.color = color;
this.canvas = gameCanvas;
this.context = this.canvas.getContext();
}
public draw(): void {
this.context.fillStyle = this.color;
this.context.beginPath();
this.context.arc(this.x, this.y, this.radius, 0, 2 * Math.PI);
this.context.fill();
}
public move(): void {
this.x += this.xVelocity;
this.y += this.yVelocity;
}
checkWallCollision(gameCanvas: DemoCanvas): void {
let top = 0;
let right = 500;
let bottom = 500;
let left = 0;
if(this.y < top + this.radius) {
this.y = top + this.radius;
this.yVelocity *= -1;
}
if(this.x > right - this.radius) {
this.x = right - this.radius;
this.xVelocity *= -1;
}
if(this.y > bottom - this.radius) {
this.y = bottom - this.radius;
this.yVelocity *= -1;
}
if(this.x < left + this.radius) {
this.x = left + this.radius;
this.xVelocity *= -1;
}
}
checkCollision(x1: number, y1: number, r1: number, x2: number, y2: number, r2: number) {
let distance: number = Math.abs((x1 - x2) * (x1 - x2) + (y1 - y2) * (y1 - y2));
// Detect collision
if(distance < (r1 + r2) * (r1 + r2)) {
// Respond to collision
let newVelocityX1 = (circle1.xVelocity + circle2.xVelocity) / 2;
let newVelocityY1 = (circle1.yVelocity + circle1.yVelocity) / 2;
circle1.x = circle1.x + newVelocityX1;
circle1.y = circle1.y + newVelocityY1;
circle1.xVelocity = newVelocityX1;
circle1.yVelocity = newVelocityY1;
}
}
}
let demoCanvas = new DemoCanvas();
let circle1: Circle = new Circle(250, 250, 5, 5, "#F77", demoCanvas);
let circle2: Circle = new Circle(250, 540, 5, 5, "#7FF", demoCanvas);
addEventListener('mousemove', function(e) {
let mouseX = e.clientX - demoCanvas.getLeft();
let mouseY = e.clientY - demoCanvas.getTop();
circle2.x = mouseX;
circle2.y = mouseY;
});
function loop() {
demoCanvas.clear();
circle1.draw();
circle2.draw();
circle1.move();
circle1.checkWallCollision(demoCanvas);
circle2.checkWallCollision(demoCanvas);
circle1.checkCollision(circle1.x, circle1.y, circle1.radius, circle2.x, circle2.y, circle2.radius);
requestAnimationFrame(loop);
}
requestAnimationFrame(loop);