我有一个从A点移动到随机点B的圆圈。当物体接近B点时,会选择一个新的随机目标位置。如果圆圈平行于X轴或Y轴移动,则物体会穿过所有像素并留下实线。但如果圆圈沿对角方向移动,它会跳过像素并轻微抖动,使动画不平滑并留下带有未上漆像素的痕迹。
我的算法是:
以下是代码:
public void move ()//движение
{
//finds the X and Y distance to the destination
int triangleX = nextLocationX - coorX;
int triangleY = nextLocationY - coorY;
//if too near the coordinates of the destination changes
if (Math.abs(triangleX) <= Math.abs(speedX) || Math.abs(triangleY) <= Math.abs(speedY))//setting the new target
{
//setting the new destinatio
int randInt;
for (;;)//I don't want the the new destination to be that same spot
{
randInt= randGen.nextInt(appletX);
if (randInt != nextLocationX)
{
nextLocationX = randInt + radius;
break;
}
}
for (;;)
{
randInt = randGen.nextInt(appletY);
if (randInt != nextLocationY)
{
nextLocationY = randInt + radius;
break;
}
}
//calculating the change of the circle's X and Y coordinates
triangleX = nextLocationX - coorX;
triangleY = nextLocationY - coorY;
speedX = ((double)(speed * triangleX) / (Math.sqrt (Math.pow(triangleX, 2) + Math.pow(triangleY, 2))));
speedY = ((double)(speed * triangleY) / (Math.sqrt (Math.pow(triangleX, 2) + Math.pow(triangleY, 2))));
}
//the realCoor variables are from type double
//they are the exact coordinates of the circle
//If I only use integers, the circle almost
//never reaches it's destination
//unless the change of the coordinates gets calculated
//after every time they change
realCoorX = realCoorX + speedX;
realCoorY = realCoorY + speedY;
coorX = (int)Math.round(realCoorX);
coorY = (int)Math.round(realCoorY);
}
我怀疑问题在于计算坐标的变化。
答案 0 :(得分:0)
对我而言,这听起来像是一个别名问题。如果绘制(!)与坐标轴不对齐的线,则会出现同样的问题。如您所知,即对角线需要“半满”像素才能看起来光滑。
您将使用浮点位置计算(取决于渲染技术)。