我正在尝试制作一个从顶部产生敌人的游戏(如垂直滚动游戏),并且一种敌人在下降时基本上会遵循玩家的X坐标。敌人类被称为追随者,现在它确实指向玩家(参见追随者的更新功能),但它并不像我需要的那样准确。例如,如果玩家加速,则跟随者将无法一直看到他。
一种看待它的方法是,我希望玩家的位置成为辐射系统中的坐标,并使我的追随者的顶点准确地旋转并创建一条直线,每一帧都看着它
这是跟随者类:
public class Follower {
Player target; //follow this
//position
private Vector2 position;
private float x;
private float y;
//speed
private Vector2 velocity;
private float speed;
private float radians;
private float faceTarget;
//dimensions
private float[] shapeX;
private float[] shapeY;
private int numPoints; //vertices for the shape
private boolean remove; //to remove from the game
public Follower(float x,float y, Player target){
this.target = target;
this.x = x;
this.y = y;
velocity = new Vector2(0, 0);
numPoints = 4;
speed = 200;
shapeX = new float[numPoints];
shapeY = new float[numPoints];
radians = 3.1415f / 2;
setShape();
}
public void setShape(){
//top vertice
shapeX[0] = x + MathUtils.cos(radians) * 30;
shapeY[0] = y + MathUtils.sin(radians) * 30;
//left vertice
shapeX[1] = x + MathUtils.cos(radians - 4 * 3.1415f / 10) * 30;
shapeY[1] = y + MathUtils.sin(radians - 4 * 3.1415f / 10) * 30;
//bottom vertice
shapeX[2] = x + MathUtils.cos(radians + 3.1415f) * 60;
shapeY[2] = y + MathUtils.sin(radians + 3.1415f) * 60;
//left vertice
shapeX[3] = x + MathUtils.cos(radians + 4 * 3.1415f / 10) * 30;
shapeY[3] = y + MathUtils.sin(radians + 4 * 3.1415f / 10) * 30;
}
public boolean shouldRemove() {
return remove;
}
public void update(float dt) {
float angle = (float) Math.atan2(target.getPosition().y - y, target.getPosition().x - x); //angle between the follower and target
velocity.set((float) Math.cos(angle) * speed , -speed); //setting direction to follow the target
radians += Math.cos(angle) * dt; //THIS HERE IS MAKING IT ROTATE
x += velocity.x * dt;
y += velocity.y * dt;
setShape();
if(y <= 0 - 60)
remove = true;
else
remove = false;
}
public void draw(ShapeRenderer sp){
sp.setColor(1, 1, 1 ,1);
sp.begin(ShapeRenderer.ShapeType.Line);
for(int i = 0, j = shapeX.length - 1;
i < shapeX.length;
j = i++) {
sp.line(shapeX[i], shapeY[i], shapeX[j], shapeY[j]);
}
sp.end();
}
}
我没有添加GameScreen,因为我认为不需要显示它们的呈现方式,无论哪种方式,它都会保持不变。
另外,使用代码行,我使用Follower指向底部顶点为“眼睛”的玩家
感谢您的回答!