我试图让我的敌人跟随玩家并在20像素内停止,我尝试了许多算法,包括Vector2.Lerp();尝试修复此问题的方法,但它不断破坏构建。任何帮助将不胜感激。代码如下。
public void Update(GameTime gameTime)
{
if (this.IsAlive)
{
float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds;
double distanceToPlayer = Math.Sqrt(Math.Pow(Level.Player.Position.X - this.Position.X, 2) + Math.Pow(Level.Player.Position.Y - this.Position.Y, 2));
// Calculate tile position based on the side we are walking towards.
float posX = Position.X + localBounds.Width / 2 * (int)direction;
int tileX = (int)Math.Floor(posX / Tile.Width) - (int)direction;
int tileY = (int)Math.Floor(Position.Y / Tile.Height);
if (waitTime > 0)
{
// Wait for some amount of time.
waitTime = Math.Max(0.0f, waitTime - (float)gameTime.ElapsedGameTime.TotalSeconds);
if (waitTime <= 0.0f)
{
// Then turn around.
direction = (FaceDirection)(-(int)direction);
}
}
else
{
// If we are about to run into a wall or off a cliff, start waiting.
if (Level.GetCollision(tileX + (int)direction, tileY - 1) == TileCollision.Impassable || Level.GetCollision(tileX + (int)direction, tileY) == TileCollision.Passable) //is the enemy is close and is not attacking, attack and turn!
{
waitTime = MaxWaitTime;
}
else
{
// Move in the current direction.
Vector2 velocity = new Vector2((int)direction * MoveSpeed * elapsed, 0.0f);
position = position + velocity;
}
}
dtAttack += gameTime.ElapsedGameTime;
AttackPlayer();
}
else
{
dt += gameTime.ElapsedGameTime;
if (dt.TotalSeconds > (sprite.Animation.FrameCount * sprite.Animation.FrameTime))
this.Remove = true;
}
}
答案 0 :(得分:1)
屏幕上必须是20像素吗?似乎很奇怪。
您可以尝试使用Vector2.Distance
方法计算玩家与敌人之间的欧氏距离。如果距离是20或更低,停止敌人。如果没有,请继续关注播放器。