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社区首页 >问答首页 >雪碧会震动。怎么啦?

雪碧会震动。怎么啦?
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Stack Overflow用户
提问于 2012-12-09 07:59:25
回答 2查看 233关注 0票数 1

我的敌人精灵在到达可变端点后一直在振动。怎么啦?为什么它在震动?此外,变量next_position永远不会为真。但是为什么呢?我想让敌人的精灵在到达当前的终点后移动到一个新的随机终点。

代码语言:javascript
复制
public class Game1 : Microsoft.Xna.Framework.Game
{
    GraphicsDeviceManager graphics;
    SpriteBatch spriteBatch;
    Texture2D enemy;
    Vector2 position, endposition;
    bool next_position = false;

    public Game1()
    {
        graphics = new GraphicsDeviceManager(this);
        Content.RootDirectory = "Content";
        graphics.PreferredBackBufferWidth = 1280;
        graphics.PreferredBackBufferHeight = 720;
    }

    protected override void Initialize()
    {          
        base.Initialize();
    }

    protected override void LoadContent()
    {         
        spriteBatch = new SpriteBatch(GraphicsDevice);
        enemy = Content.Load<Texture2D>("zombie");
        Random randomstart = new Random();
        position = new Vector2(randomstart.Next(100, 200), randomstart.Next(100, 200));
        endposition = new Vector2(randomstart.Next(100, 600), randomstart.Next(100, 400));
    }

    protected override void Update(GameTime gameTime)
    {
        float delta = (float)gameTime.ElapsedGameTime.TotalSeconds;         
        Random random = new Random();
        position.X += 5 * delta;
        position.Y += 3 * delta;

        if (next_position == true)
        {
          endposition = new Vector2(random.Next(100, 600), random.Next(100, 400));
          next_position = false;
        }

        if (Vector2.Dot(endposition - position, endposition - position) > 0 || Vector2.Dot(endposition - position, endposition - position) < 0) 
        {
          Vector2 enemyDirection = Vector2.Normalize(endposition - position) * 100f;
          position += enemyDirection * delta;
        }
        else
        {
            next_position = true;
        }

        base.Update(gameTime);
    }

    protected override void Draw(GameTime gameTime)
    {
        GraphicsDevice.Clear(Color.CornflowerBlue);
        spriteBatch.Begin();
        spriteBatch.Draw(enemy, position, Color.White);
        spriteBatch.End();

        base.Draw(gameTime);
    }
}
EN

回答 2

Stack Overflow用户

回答已采纳

发布于 2012-12-09 08:36:29

我对这条线有点困惑

代码语言:javascript
复制
if (Vector2.Dot(endposition - position, endposition - position) > 0 || Vector2.Dot(endposition - position, endposition - position) < 0)

应该做的就是。从代码的其余部分看,你要用它来实现的是检查精灵的位置是否是敌人的位置。这条线实际做的是计算相反方向的向量的点积,它永远不会是零,除非向量是零。因此从理论上讲,这实际上可能是可行的,但前提是位置必须与敌人的位置精确相等。

但是,你是在单位时间内移动精灵一个固定的距离,所以它实际上不会到达敌人,而是超过了敌人。然后发现自己在另一边,它会回到它来自的地方,并再次超过它。这会持续下去,并导致你所描述的振动。

现在,你想要实现的行为通常是计算两个对象(精灵和敌人)之间的距离,使用毕达哥拉斯定理,然后在距离低于某个阈值(容易但容易出错)或小于对象可以通过此特定更新的距离时接受对象的到达(在您的情况下,由于您移动的是归一化向量乘以100f * delta,此距离等于100f * delta)。

我希望我的解释对你有所帮助。当然,请随时要求澄清。

编辑(回复评论):

您正在创建的limit向量相对没有意义,因为它只是max_distance在x和y方向上的位置偏移。没有必要做这样的事情。但是,另一个if()几乎包含了您想要的代码,请查看以下内容:

代码语言:javascript
复制
// first you calculate the distance we can move this update
float max_distance = 100f * delta;

// now, we compare the actual distance to the end position to that maximum
// if the actual distance is larger, then we are not there yet
// otherwise, (if the actual distance is smaller) we will overshoot the target,
// thus we are in fact there! (=close enough to continue)
// (note: we compare the distances squared to avoid a square root,
//  which makes this check much faster, which is good practice,
//  in case we ever scale this up to more objects)
if ((position - endposition).LengthSquared() > max_distance * max_distance)
{
    /* we are not yet there, continue moving! */
}
else
{
    /* we are there! */
}

它真的很简单,不需要其他的检查。如果这对你有用,请让我知道!

票数 4
EN

Stack Overflow用户

发布于 2012-12-10 03:31:27

现在好多了,但还不够完美。敌人的精灵不再振动,但当它到达终点位置时,它总是向右移动一些像素。为什么它总是向右移动一些像素?其余的都运行得很好。

代码语言:javascript
复制
public class Game1 : Microsoft.Xna.Framework.Game
{
    GraphicsDeviceManager graphics;
    SpriteBatch spriteBatch;
    Texture2D enemy;
    Vector2 position, endposition;
    bool next_position = false;
    int count_nextposition;

    public Game1()
    {
        graphics = new GraphicsDeviceManager(this);
        Content.RootDirectory = "Content";
        graphics.PreferredBackBufferWidth = 1280;
        graphics.PreferredBackBufferHeight = 720;
    }

    protected override void Initialize()
    {
        base.Initialize();
    }

    protected override void LoadContent()
    {
        spriteBatch = new SpriteBatch(GraphicsDevice);
        enemy = Content.Load<Texture2D>("zombie");
        Random randomstart = new Random();
        position = new Vector2(randomstart.Next(100, 200), randomstart.Next(100, 200));
        endposition = new Vector2(randomstart.Next(100, 600), randomstart.Next(100, 400));
        count_nextposition = randomstart.Next(90, 121);
    }

    protected override void Update(GameTime gameTime)
    {
        float delta = (float)gameTime.ElapsedGameTime.TotalSeconds;
        count_nextposition -= 1;
        Random random = new Random();
        position.X += 5 * delta;
        position.Y += 3 * delta;

        if (count_nextposition <= 0)
        {
        if (next_position == true)
        {
            endposition = new Vector2(random.Next(100, 600), random.Next(100, 400));
            next_position = false;
        }
        float max_distance = 100f * delta;
        if ((position - endposition).LengthSquared() > max_distance * max_distance)
        {
           Vector2 enemyDirection = Vector2.Normalize(endposition - position) * 100f;
           position += enemyDirection * delta;
        }
        else
        {

            next_position = true;
            count_nextposition = random.Next(90, 121);
        }
        }

        base.Update(gameTime);
    }

    protected override void Draw(GameTime gameTime)
    {
        GraphicsDevice.Clear(Color.CornflowerBlue);
        spriteBatch.Begin();
        spriteBatch.Draw(enemy, position, Color.White);
        spriteBatch.End();

        base.Draw(gameTime);
    }
}
票数 0
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页面原文内容由Stack Overflow提供。腾讯云小微IT领域专用引擎提供翻译支持
原文链接:

https://stackoverflow.com/questions/13783244

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