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android - 显示轨迹指示器

转载 作者:搜寻专家 更新时间:2023-11-01 08:02:45 24 4
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从图像中可以看出,从左侧发射的球在它后面发射,与计算出的轨迹不符。我使用来自 SO question 的方程式绘制球轨迹, 对此进行修改以考虑每秒 30 帧的 box2d 步骤。这确实计算出一个有效的轨迹,但它与球的实际轨迹不匹配,球的轨迹更小。我正在对球施加一个 box2d 力,它也有一个密度集和一个形状。形状半径根据球的类型而变化。我在触地事件中设置起始速度。

public class ProjectileEquation {  

public float gravity;
public Vector2 startVelocity = new Vector2();
public Vector2 startPoint = new Vector2();
public Vector2 gravityVec = new Vector2(0,-10f);

public float getX(float n) {
return startVelocity.x * (n * 1/30f) + startPoint.x;
}

public float getY(float n) {
float t = 1/30f * n;
return 0.5f * gravity * t * t + startVelocity.y * t + startPoint.y;
}



}

@Override
public void draw(SpriteBatch batch, float parentAlpha) {
float t = 0f;
float width = this.getWidth();
float height = this.getHeight();

float timeSeparation = this.timeSeparation;

for (int i = 0; i < trajectoryPointCount; i+=timeSeparation) {
//projectileEquation.getTrajectoryPoint(this.getX(), this.getY(), i);
float x = this.getX() + projectileEquation.getX(i);
float y = this.getY() + projectileEquation.getY(i);

batch.setColor(this.getColor());
if(trajectorySprite != null) batch.draw(trajectorySprite, x, y, width, height);

// t += timeSeparation;
}
}



public boolean touchDown (InputEvent event, float x, float y, int pointer, int button) {
if(button==1 || world.showingDialog)return false;
touchPos.set(x, y);
float angle = touchPos.sub(playerCannon.position).angle();
if(angle > 270 ) {
angle = 0;
}
else if(angle >70) {
angle = 70;
}
playerCannon.setAngle(angle);
world.trajPath.controller.angle = angle;
float radians = (float) angle * MathUtils.degreesToRadians;
float ballSpeed = touchPos.sub(playerCannon.position).len()*12;
world.trajPath.projectileEquation.startVelocity.x = (float) (Math.cos(radians) * ballSpeed);
world.trajPath.projectileEquation.startVelocity.y = (float) (Math.sin(radians) * ballSpeed);
return true;
}



public CannonBall(float x, float y, float width, float height, float damage, World world, Cannon cannonOwner) {
super(x, y, width, height, damage, world);
active = false;
shape = new CircleShape();
shape.setRadius(width/2);

FixtureDef fd = new FixtureDef();
fd.shape = shape;
fd.density = 4.5f;
if(cannonOwner.isEnemy) { //Enemy cannon balls cannot hit other enemy cannons just the player
fd.filter.groupIndex = -16;
}
bodyDef.type = BodyType.DynamicBody;
bodyDef.position.set(this.position);

body = world.createBody(bodyDef);
body.createFixture(fd);
body.setUserData(this);
body.setBullet(true);
this.cannonOwner = cannonOwner;
this.hitByBall = null;
this.particleEffect = null;
}

private CannonBall createCannonBall(float radians, float ballSpeed, float radius, float damage)
{
CannonBall cannonBall = new CannonBall(CannonEnd().x, CannonEnd().y, radius * ballSizeMultiplier, radius * ballSizeMultiplier, damage, this.world, this);
cannonBall.velocity.x = (float) (Math.cos(radians) * ballSpeed);
//cannonBall.velocity.x = (float) ((Math.sqrt(10) * Math.sqrt(29) *
// Math.sqrt((Math.tan(cannon.angle)*Math.tan(cannon.angle))+1)) / Math.sqrt(2 * Math.tan(cannon.angle) - (2 * 10 * 2)/29))* -1f;
cannonBall.velocity.y = (float) (Math.sin(radians) * ballSpeed);
cannonBall.active = true;
//cannonBall.body.applyLinearImpulse(cannonBall.velocity, cannonBall.position);
cannonBall.body.applyForce(cannonBall.velocity, cannonBall.position );
return cannonBall;
}


trajPath = new TrajectoryActor(-10f);
trajPath.setX(playerCannon.CannonEnd().x);
trajPath.setY(playerCannon.CannonEnd().y);
trajPath.setWidth(10f);
trajPath.setHeight(10f);
stage.addActor(trajPath);

最佳答案

这是我在其他游戏中使用的代码,事实证明它非常精确。诀窍是在 body 上施加冲量并读取初始速度。有了这个,我计算出 body 将在 0.5 秒内到达的 10 个位置。该语言称为 Squirrel,它基于 Lua,语法类似于 C/C++。你应该能够掌握那里发生了什么。从 getTrajectoryPointsForObjectAtImpulse 返回的是一个包含 10 个位置的数组,球将在 0.5 秒内通过这些位置。

const TIMESTER_DIVIDOR = 60.0;

function getTrajectoryPoint( startingPosition, startingVelocity, n )
{
local gravity = box2DWorld.GetGravity();
local t = 1 / 60.0;
local stepVelocity = b2Vec2.Create( t * startingVelocity.x, t * startingVelocity.y );
local stepGravity = b2Vec2.Create( t * t * gravity.x, t * t * gravity.y );

local result = b2Vec2.Create( 0, 0 );
result.x = ( startingPosition.x + n * stepVelocity.x + 0.5 * ( n * n + n ) * stepGravity.x ) * MTP;
result.y = ( startingPosition.y + n * stepVelocity.y + 0.5 * ( n * n + n ) * stepGravity.y ) * -MTP;

return result;
}

function getTrajectoryPointsForObjectAtImpulse (object, impulse)
{
if( !object || !impulse ) return [];

local result = [];

object.bBody.ApplyLinearImpulse( impulse, object.bBody.GetWorldCenter() );

local initialVelocity = object.bBody.GetLinearVelocity();

object.bBody.SetLinearVelocity( b2Vec2.Create(0, 0) );
object.bBody.SetActive(false);

for ( local i = 0.0 ; i < ( 0.5 * TIMESTER_DIVIDOR ) ; )
{
result.append( getTrajectoryPoint(object.bBody.GetPosition(), initialVelocity, i.tointeger() ) );

i += ( (0.5 * TIMESTER_DIVIDOR) * 0.1 );
}
return result;
}

如果您不理解代码的任何部分,请告诉我,我会尽力解释。

关于android - 显示轨迹指示器,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/18713856/

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