我正在制作一个游戏,其中玩家将(释放鼠标点击)以某个方向拍摄一个“星星”,其初始速度取决于他在释放之前拖动鼠标的距离。我在画布上有一个“行星”(静止圆),我想在移动的行星上施加一个引力。我相信我正在使用正确的引力等公式,而且它部分工作 - 行星影响行星的轨迹直到某一点,当恒星似乎无休止地加速并停止根据它的角度改变方向到了明星。 任何建议? (我知道恒星不应该绕行星运行,反之亦然。我用互换的名称对整个事物进行编码,原谅)。
主要课程:
import acm.graphics.GCompound;
import acm.graphics.GImage;
import acm.graphics.GLabel;
import acm.graphics.GLine;
import acm.graphics.GMath;
import acm.graphics.GObject;
import acm.graphics.GPen;
import acm.graphics.GPoint;
import acm.graphics.GRect;
import acm.graphics.GOval;
import acm.graphics.GRectangle;
import acm.program.GraphicsProgram;
import acm.util.RandomGenerator;
import java.awt.Color;
import java.awt.event.MouseEvent;
import java.util.*;
public class Space extends GraphicsProgram {
public static int APPLICATION_WIDTH = 1000;
public static int APPLICATION_HEIGHT = 1000;
private int size = 15;
public static double pMass = 1000;
public static int sMass = 20;
public static double G = 200;
private RandomGenerator rand = new RandomGenerator();
GOval planet, tempstar;
shootingStar star;
GLine line;
double accel, xAccel, yAccel, xspeed, yspeed, angle;
public void init(){
planet = new GOval(APPLICATION_WIDTH/2, APPLICATION_HEIGHT/2, 30, 30);
planet.setFilled(true);
planet.setFillColor(rand.nextColor());
add(planet);
}
public void mousePressed(GPoint point) {
// draw a line
tempstar = new GOval(point.getX() - size/2, point.getY() - size/2, size, size);
tempstar.setFilled(true);
tempstar.setColor(rand.nextColor());
add(tempstar);
line = new GLine(tempstar.getX() + size/2, tempstar.getY() + size/2,
point.getX(), point.getY());
add(line);
line.setVisible(true);
}
public void mouseDragged(GPoint point) {
line.setEndPoint(point.getX(), point.getY());
}
public void mouseReleased(GPoint point){
xspeed =
-.05*GMath.cosDegrees(getAngle(line))*GMath.distance(line.getStartPoint().getX(),
line.getStartPoint().getY(), line.getEndPoint().getX(), line.getEndPoint().getY());
yspeed =
.05*GMath.sinDegrees(getAngle(line))*GMath.distance(line.getStartPoint().getX(),
line.getStartPoint().getY(), line.getEndPoint().getX(), line.getEndPoint().getY());
System.out.println(xspeed + " " + yspeed);
star = new shootingStar(xspeed, yspeed, this);
if(xspeed != 0)
add(star, tempstar.getX(), tempstar.getY());
new Thread(star).start();
remove(tempstar);
remove(line);
}
private double getAngle(GLine line) {
return GMath.angle(line.getStartPoint().getX(), line.getStartPoint().getY(),
line.getEndPoint().getX(), line.getEndPoint().getY());
}
public void checkPlanet(){
accel = .06*GMath.distance(star.getX(), star.getY(), planet.getX(),
planet.getY());
angle = correctedAngle(GMath.angle(planet.getX(), planet.getY(), star.getX(),
star.getY()));
xAccel = accel*GMath.cosDegrees(GMath.angle(planet.getX(), planet.getY(),
star.getX(), star.getY()));
yAccel = accel*GMath.sinDegrees(GMath.angle(planet.getX(), planet.getY(),
star.getX(), star.getY()));
double newX = xspeed - xAccel*.01;
double newY = yspeed + yAccel*.01;
xspeed = newX + xAccel*Math.pow(.01, 2)/2;
yspeed = newY + yAccel*Math.pow(.01, 2)/2;
star.setSpeed(xspeed, yspeed);
}
public double correctedAngle(double x) {
return (x%360.0+360.0+180.0)%360.0-180.0;
}
}
射击星级的相关部分:
public void run() {
// move the ball by a small interval
while (alive) {
oneTimeStep();
}
}
// a helper method, move the ball in each time step
private void oneTimeStep() {
game1.checkPlanet();
shootingStar.move(xSpeed, ySpeed);
pause(20);
}
public void setSpeed (double xspeed, double yspeed){
xSpeed = xspeed;;
ySpeed = yspeed;
}
}
编辑:
当前主类方法:
public void checkPlanet(){
double xDistance = star.getX() - planet.getX();
double yDistance = star.getY() - planet.getY();
double distance = Math.sqrt(Math.pow(xDistance, 2) + Math.pow(yDistance, 2));
accel = G*pMass/Math.pow(distance, 2);
xAccel = accel * xDistance/distance;
yAccel = accel * yDistance/distance;
xspeed += xAccel;
yspeed += yAccel;
star.setSpeed(xspeed, yspeed);
}
当前星级方法:
public void run() {
while (alive) {
oneTimeStep();
}
}
private void oneTimeStep() {
game1.checkPlanet();
shootingStar.move(xSpeed, ySpeed);
pause(20);
}
public void setSpeed (double xspeed, double yspeed){
xSpeed = xspeed;;
ySpeed = yspeed;
}
}
答案 0 :(得分:1)
如果物品在板上,则计算它与物体的距离。如果它比D做得更远。如果它离开D那么它就在物体的引力范围内。只需在指向物体的位置添加少量速度即可。假设它距离1000 X,距离500 z。只做一些简单的事情,比如除以100,然后将其添加到物体速度,使其朝向物体移动10 x和5 y。每次更新时都会再次添加速度。
您可能也想要最大速度。这很容易计算得很好,并且会给你带来像游戏STAR CONTROL那样的效果,那里有一颗行星,或者船只重力相互拉近一点点。我用10个行星和一颗星做了这个,用户基本上可以用每个行星做月球着陆器。这是一场爆炸,但我从未把它变成真正的游戏。这具有快速计算的优点。有一些边缘条件,比如如果你让地图成为圆环,那么它们会在地图的两侧扭曲,但基本上它只是简单的加法和减法。
这对游戏来说足够了。你不是在做模拟器。你正在制作游戏。
答案 1 :(得分:0)
我不确定,但是尝试将计算xAccel和yAccel值的部分更改为这样的部分。
xDistance = XComponentObject1 - XComponentObject2;
yDistance = YComponentObject1 - YComponentObject2;
(xDistance and yDistance can have negative values)
Distance = sqrt( xDistance^2 + yDistance^2 );
gConstant = constant Value for gravitational strenght in your world;
MassObject1 = some Mass;
MassObject2 = some other Mass;
Accel = gConstant*MassObject1*MassObject2 / (Distance^2 );
''NOW COMES THE IMPORTANT PART''
xAccel = Accel * xDistance/Distance;
yAccel = Accel * yDistance/Distance;
我认为你的整个yadayada与正弦和余弦创造了一大堆难以追踪的错误。