我想要创造一款让你尽量避开"攻击"你的物体(圆圈)的游戏。我是这样做的:
- 首先计算对象和我之间的x_y差(在此代码中AI_x是对象的x位置(AI_y: y位置),x, y是玩家的位置)
- 计算物体必须制作的角度,以便直接朝向玩家(使用数学)。Atan(x轴之差/y轴之差)-然后使用这些角度来计算x和y距离,它必须移动每tick(例如distancePerTick_x = Math.Cos(角度)*速度)
然而,当我的distanceToPlayer_x(见代码)是正的或distanceToPlayer_x和distanceToPlayer_y都是负的,所以分割的数字再次变为正的时候,它不工作。
我知道为什么会发生这种情况,但我已经尝试了2个小时来解决它,但无法再处理疼痛了:p
我希望你们能帮助我。
代码:namespace AI
{
public partial class mainClass : Form
{
//variables
int health;
double startPosition_x, startPosition_y, angle;
float x, y, speed, AI_x, AI_y, distanceToPlayer_x, distanceToPlayer_y;
//gameloop
Timer gameLoop;
//field
Bitmap bmp;
//player color
Pen playerColor;
//Random
Random random_x, random_y;
//constructor
public mainClass()
{
InitializeComponent();
Initialization();
}
//on startup do this:
private void Initialization()
{
//initializing variables
health = 100;
speed = (float) 0.75;
//startposition
startPosition_x = pbField.Width / 2;
startPosition_y = pbField.Height / 2;
//set x and y value to start position
x = (float) startPosition_x;
y = (float)startPosition_y;
//random
random_x = new Random();
random_y = new Random();
AI_x = 0;//random_x.Next(1, 550);
AI_y = 0;//random_y.Next(1, 320);
//player color
playerColor = new Pen(Color.Red, 5);
//gameloop
gameLoop = new Timer();
gameLoop.Tick += new EventHandler(gameMethode);
gameLoop.Interval = 5;
gameLoop.Start();
}
//the gameloop
private void gameMethode(object sender, EventArgs e)
{
//field
bmp = new Bitmap(550, 320);
pbField.Image = bmp;
using (Graphics g = Graphics.FromImage(bmp))
{
//key manager
if (InputManager.pressed(Keys.W))
{
y -= speed;
}
else if (InputManager.pressed(Keys.S))
{
y += speed;
}
else if (InputManager.pressed(Keys.A))
{
x -= speed;
}
else if (InputManager.pressed(Keys.D))
{
x += speed;
}
g.DrawEllipse(playerColor, AI_x, AI_y, 5, 5);
g.DrawEllipse(playerColor, x, y, 5, 5);
attackPlayer();
}
}
//attack player method
private void attackPlayer()
{
//the distance to the player
distanceToPlayer_x = AI_x - x;
distanceToPlayer_y = AI_y - y;
angle = Math.Atan(distanceToPlayer_y / distanceToPlayer_x);
Console.WriteLine("Radiants: " + angle);
Console.WriteLine("Degrees: "+ angle * (180 / Math.PI));
AI_x += (float) Math.Cos(angle) * (speed/(float)1.25);
AI_y += (float) Math.Sin(angle) * (speed/(float)1.25);
}
//if keydown
private void mainClass_KeyDown(object sender, KeyEventArgs e)
{
//if escape button is pressed
if (e.KeyCode == Keys.Escape)
{
Application.Exit();
}
InputManager.changeState(e.KeyCode, true);
}
//if keyup
private void mainClass_KeyUp(object sender, KeyEventArgs e)
{
InputManager.changeState(e.KeyCode, false);
}
}
}
在计算全范围 [0..2 * pi]
角时,典型的解决方案涉及Atan2
法:
angle = Math.Atan2(distanceToPlayer_y, distanceToPlayer_x);
见https://msdn.microsoft.com/en-us/library/system.math.atan2 (v = vs.110) . aspx详情