Corona SDk - 如何让移动物体旋转并移动到分接点?

时间:2013-07-18 12:07:30

标签: lua corona

我对编程很新,但我很乐意通过反复试验来学习Corona(主要是错误!)

我正在为一个大学项目创建一个空中交通管制模拟器,并且遇到了如何让一个物体(雷达上的飞机)转向并前往一个分接点的砖墙。

我使用以下代码移动飞机:

local function moveAirplane1(event)

function cleanAirplaneRuntime()
Runtime:removeEventListener("enterFrame", moveAirplane1)
end

if Airplane1OnRadar == false then
cleanEI137Runtime()
end

Airplane1.x = Airplane1.x + math.cos(math.rad(Airplane1.rotation)) * Airplane1SPEED
Airplane1.y = Airplane1.y + math.sin(math.rad(Airplane1.rotation)) * Airplane1SPEED


end
Runtime:addEventListener("enterFrame", moveAirplane1)   

这很好用,我可以通过在airplane.rotation值中加或减来控制方向。但是,我想要做的是让玩家点击屏幕让飞机旋转并前往那一点。

我一直在尝试计算分接点和飞机之间的角度,然后根据差异旋转飞机,但是根据飞机所处的象限以及分接点相对于哪个象限,有很多排列。飞机,我想知道我是否在正确的轨道上,或者是否有一种简单的方法可以做到这一点,我错过了?

这是我一直在尝试的(道歉,它是长篇大论)

function vectorTo()


    function setVectorPoint(event)

        vectorPoint = display.newCircle(0, 0, 5)
        vectorPoint.x = event.x
        vectorPoint.y = event.y
        vectorPoint.alpha = 0.5

        airplane = EI159
        vP = vectorPoint
        airplaneHdg = EI159CurrentHeading

        Runtime:removeEventListener("tap", setVectorPoint)


        function angleBetween(vP, airplane )                -- Calculate angle between airplane and tap point

        airplane = Airplane1
        vP = vectorPoint

        xDist = airplane.x - vP.x 
        yDist = airplane.y - vP.y

        angleBetween = math.deg( math.atan( yDist/xDist ) )

            return angleBetween

        end

----------------------------------------------- ------------------

function vectorResult() 
    function round(angleBetween, precision)
        return math.floor(angleBetween*math.pow(10,0)+0.5) / math.pow(10,0)
    end

    roundVector = round(angleBetween,precision)


print("roundVector = "..roundVector)

--Quadrant 1

    if airplane.x < vP.x and airplane.y < vP.y then

        if roundVector < 90 then
            newVector = 90 - roundVector + 90
            print("newVector = "..newVector)
        elseif
            roundVector > 90 and roundVector < 180 then
            newVector = 180 + roundVector
            print("newVector = "..newVector)
        elseif
            roundVector > 180 and newVector < 270 then
            newVector = roundVector
            print("newVector = "..newVector)
        elseif
            roundVector > 270 then
            newVector = 180 + roundVector
            print("newVector = "..newVector)
        end 


            function turnLeft1()
            airplane.rotation = airplane.rotation - 1
            print("Turn Left1")
            end

            function turnTimer1()
                --if airplane.rotation ~= airplaneHdg + newVector then
                turnLeftTimer1 = timer.performWithDelay(500, turnLeft1, newVector)
                --end
            end 
            turnTimer1()
        --end   
    elseif airplane.x < vP.x and airplane.y < vP.y then

        if roundVector < 90 then
            newVector = 90 - roundVector + 90
            print("newVector = "..newVector)
        elseif
            roundVector > 90 and roundVector < 180 then
            newVector = 180 + roundVector
            print("newVector = "..newVector)
        elseif
            roundVector > 180 and newVector < 270 then
            newVector = roundVector
            print("newVector = "..newVector)
        elseif
            roundVector > 270 then
            newVector = 180 + roundVector
            print("newVector = "..newVector)
        end 

            function turnRight1()
            airplane.rotation = airplane.rotation + 1
            print("Turn Right1")
            end

            function turnTimer2()
                if airplane.rotation ~= 180 + newVector then
                turnOneRightTimer = timer.performWithDelay(500, turnRight1,newVector)
                end
            end
            turnTimer2()

--Quadrant 2    

    elseif airplane.x > vectorPoint.x and airplane.y < vectorPoint.y then

        if roundVector < 90 then
            newVector = 90 - roundVector + 90
            print("newVector = "..newVector)
        elseif
            roundVector > 90 and roundVector < 180 then
            newVector = 180 + roundVector
            print("newVector = "..newVector)
        elseif
            roundVector > 180 and newVector < 270 then
            newVector = roundVector
            print("newVector = "..newVector)
        elseif
            roundVector > 270 then
            newVector = 180 + roundVector
            print("newVector = "..newVector)
        end 

            function turnLeft2()
            airplane.rotation = airplane.rotation - 1
            print("Turn Left2")
            end

            function turnTimer3()
                if airplane.rotation ~= 180 - newVector then
                turnOneLeftTimer = timer.performWithDelay(500, turnLeft2, newVector)
                end
            end 
            turnTimer3()

    elseif airplane.x > vectorPoint.x and airplane.y < vectorPoint.y then

        if roundVector < 90 then
            newVector = 90 - roundVector + 90
            print("newVector = "..newVector)
        elseif
            roundVector > 90 and roundVector < 180 then
            newVector = 180 + roundVector
            print("newVector = "..newVector)
        elseif
            roundVector > 180 and newVector < 270 then
            newVector = roundVector
            print("newVector = "..newVector)
        elseif
            roundVector > 270 then
            newVector = 180 + roundVector
            print("newVector = "..newVector)
        end 

            function turnRight2()
            airplane.rotation = airplane.rotation + 1
            print("Turn Right2")
            end

            function turnTimer4()
                if airplane.rotation > 180 + newVector then
                turnOneRightTimer = timer.performWithDelay(500, turnRight2, newVector)
                end
            end
            turnTimer4()

--Quadrant 3

    elseif airplane.x < vectorPoint.x and airplane.y > vectorPoint.y then

        if roundVector < 90 then
            newVector = 90 - roundVector + 90
            print("newVector = "..newVector)
        elseif
            roundVector > 90 and roundVector < 180 then
            newVector = 180 + roundVector
            print("newVector = "..newVector)
        elseif
            roundVector > 180 and newVector < 270 then
            newVector = roundVector
            print("newVector = "..newVector)
        elseif
            roundVector > 270 then
            newVector = 180 + roundVector
            print("newVector = "..newVector)
        end 

            function turnLeft3()
            airplane.rotation = airplane.rotation - 1
            print("Turn Left3")
            end

            function turnTimer5()
                if airplane.rotation < 180 - newVector then
                turnOneLeftTimer = timer.performWithDelay(500, turnLeft3, newVector)
                end
            end
            turnTimer5()    

    elseif airplane.x < vectorPoint.x and airplane.y > vectorPoint.y then

        if roundVector < 90 then
            newVector = 90 - roundVector + 90
            print("newVector = "..newVector)
        elseif
            roundVector > 90 and roundVector < 180 then
            newVector = 180 + roundVector
            print("newVector = "..newVector)
        elseif
            roundVector > 180 and newVector < 270 then
            newVector = roundVector
            print("newVector = "..newVector)
        elseif
            roundVector > 270 then
            newVector = 180 + roundVector
            print("newVector = "..newVector)
        end 

            function turnRight3()
            airplane.rotation = airplane.rotation + 1
            print("Turn Right3")
            end

            function turnTimer6()
                if airplane.rotation > 180 - newVector then
                turnOneRightTimer = timer.performWithDelay(500, turnRight3, newVector)
                end
            end
            turnTimer6()

--Quadrant 4

    elseif airplane.x > vectorPoint.x and airplane.y > vectorPoint.y then

        if roundVector < 90 then
            newVector = 90 - roundVector + 90
            print("newVector = "..newVector)
        elseif
            roundVector > 90 and roundVector < 180 then
            newVector = 180 + roundVector
            print("newVector = "..newVector)
        elseif
            roundVector > 180 and newVector < 270 then
            newVector = roundVector
            print("newVector = "..newVector)
        elseif
            roundVector > 270 then
            newVector = 180 + roundVector
            print("newVector = "..newVector)
        end 

            function turnRight4()
            airplane.rotation = airplane.rotation + 1
            print("Turn Right4")
            end

            function turnTimer7()
                if airplane.rotation ~= newVector then
                turnTimer = timer.performWithDelay(500, turnRight4, newVector)
                end
            end
            turnTimer7()    

    elseif airplane.x > vectorPoint.x and airplane.y > vectorPoint.y then

        if roundVector < 90 then
            newVector = 90 - roundVector + 90
            print("newVector = "..newVector)
        elseif
            roundVector > 90 and roundVector < 180 then
            newVector = 180 + roundVector
            print("newVector = "..newVector)
        elseif
            roundVector > 180 and newVector < 270 then
            newVector = roundVector
            print("newVector = "..newVector)
        elseif
            roundVector > 270 then
            newVector = 180 + roundVector
            print("newVector = "..newVector)
        end 

            function turnLeft4()
            airplane.rotation = airplane.rotation - 1
            print("Turn Left4")
            end

            function turnTimer8()
                if airplane.rotation ~= newVector then
                turnTimer = timer.performWithDelay(500, turnLeft4, newVector)
                end
            end 
            turnTimer8()

    end
end
vectorResulttimer = timer.performWithDelay(800, vectorResult)

function removeVP()
display.remove(vectorPoint)
vectorPoint = nil
Airplane1dA.isVisible = false
timer.cancel(removeVPTimer)
end
removeVPTimer = timer.performWithDelay(1500, removeVP)

timer.performWithDelay(600, angleBetween)

end

function addEventVectorPoint()
Runtime:addEventListener("tap", setVectorPoint)
end
vectorPointTimer = timer.performWithDelay(500, addEventVectorPoint)

end

感谢您提前提供任何帮助或指示,

2 个答案:

答案 0 :(得分:2)

感谢代码DevfaR我环顾四周,碰巧找到了这个,它几乎是我想要的。只有一件小事,速度会有所不同,具体取决于您点击的距离。我在代码中改变了它总是不变的,所以如果有其他人需要它,你就去吧。

local W = display.contentWidth
local H = display.contentHeight


local bg = display.newRect(0,0, W,H)
local img = display.newImage("triangle.png")--make an image arrow pointing to the right
img.x = W/2
img.y = H/2

local getX
local getY
local travelFlag = true

local distanceX
local distanceY
local totalDistance

function getImageRotation(x1,y1,x2,y2)
    local PI = 3.14159265358
    local deltaY = y2 - y1
    local deltaX = x2 - x1

    local angleInDegrees = (math.atan2( deltaY, deltaX) * 180 / PI)*-1

    local mult = 10^0

    return math.floor(angleInDegrees * mult + 0.5) / mult
end


local function onTravel()

distanceX=img.x-getX
distanceY=img.y-getY

print(distanceX)
print(distanceY)

totalDistance=(distanceX*distanceX)+(distanceY*distanceY)
totalDistance=math.sqrt(totalDistance)
print(totalDistance)

    local function Flag()
        travelFlag = true
    end

    if travelFlag then
        travelFlag = false
        img.rotation = (getImageRotation(img.x,img.y,getX,getY))*-1
        transition.to( img, { time=totalDistance*5, x=getX, y=getY, onComplete=Flag } )
    end
end

local function onTap(event)

    if event.phase == "began" or event.phase == "moved" then
        getX = event.x
        getY = event.y

    elseif event.phase == "ended" then

        onTravel()
    end

end
Runtime:addEventListener("touch", onTap)

答案 1 :(得分:0)

我已经为您创建了一些使用触摸侦听器进行引用的指针。当您触摸屏幕上的特定位置然后松开手指时,将发生转换。您可以复制此代码并制作新项目以了解其工作原理。

这是代码

local W = display.contentWidth
local H = display.contentHeight


local bg = display.newRect(0,0, W,H)
local img = display.newImage("triangle.png")--make an image arrow pointing to the right
img.x = W/2
img.y = H/2

local getX
local getY
local travelFlag = true


function getImageRotation(x1,y1,x2,y2)
    local PI = 3.14159265358
    local deltaY = y2 - y1
    local deltaX = x2 - x1

    local angleInDegrees = (math.atan2( deltaY, deltaX) * 180 / PI)*-1

    local mult = 10^0

    return math.floor(angleInDegrees * mult + 0.5) / mult
end


local function onTravel()

    local function Flag()
        travelFlag = true
    end

    if travelFlag then
        travelFlag = false
        img.rotation = (getImageRotation(img.x,img.y,getX,getY))*-1
        transition.to( img, { time=2000, x=getX, y=getY, onComplete=Flag } )
    end
end

local function onTap(event)

    if event.phase == "began" or event.phase == "moved" then
        getX = event.x
        getY = event.y

    elseif event.phase == "ended" then

        onTravel()
    end

end
Runtime:addEventListener("touch", onTap)