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c# - 攻击/跟随我的玩家

转载 作者:太空狗 更新时间:2023-10-29 23:43:49 27 4
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我想创建一个游戏,您可以在其中尝试避开“攻击”您的物体(圆圈)。我这样做的方式:

  • 首先计算对象和我之间的 x_and y 差值(在这段代码中 AI_x 是对象的 x 位置(AI_y:y 位置),x,y 是玩家的位置)
  • 计算物体必须形成的角度才能直接朝向玩家(使用 Math.Atan(x 轴之间的差异/y 轴之间的差异))-然后我使用这些角度来计算每个刻度必须移动的 x 和 y 距离(例如 distancePerTick_x = Math.Cos(angle) * speed)

但是,当我的 distanceToPlayer_x(见代码)为正数或 distanceToPlayer_x 和 distanceToPlayer_y 均为负数时,它不起作用,因此除数再次变为正数。

我知道为什么会这样,但我已经尝试了 2 个小时来解决它,但再也无法忍受痛苦了:P。

希望大家能帮帮我。

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);
}

}
}

最佳答案

当计算整个范围 [0..2 * pi] 角度时,典型的解决方案涉及Atan2 方法:

 angle = Math.Atan2(distanceToPlayer_y, distanceToPlayer_x);

参见 https://msdn.microsoft.com/en-us/library/system.math.atan2(v=vs.110).aspx详情

关于c# - 攻击/跟随我的玩家,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/40287804/

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