if(wIsPressed){
movement.x += sin((player.getRotation() * 3.141592654)/ 180) * .5; //accelerates ship at a rate of 0.5 ms^2
movement.y -= cos((player.getRotation() * 3.141592654)/ 180) * .5; //accelerates ship at a rate of 0.5 ms^2
}
else if(abs(movement.x) > 0 || abs(movement.y) > 0){
double angle = (atan2(movement.x, movement.y) * 3.141592654) / 180; //finds angle of current movement vector and converts fro radians to degrees
movement.x -= sin((angle)) * 0.5; //slows down ship by 0.5 using current vector angle
movement.y += cos((angle)) * 0.5; //slows down ship by 0.5 using current vector angle
}
基本上,使用这段代码后发生的事情是我的船被直接拉到屏幕的底部,并且表现得像地面有重力,我不明白我做错了什么
答案 0 :(得分:0)
详细说明我的评论:
您没有正确地将角度转换为度数。它应该是:
double angle = atan2(movement.x, movement.y) * 180 / 3.141592654;
但是,你在另一个trig计算中使用这个角度,并且C ++ trig函数需要弧度,所以你真的不应该首先将它转换为度数。您的 else if 语句也可能导致问题,因为您正在检查大于0的绝对值。尝试这样的事情:
float angle = atan2(movement.x, movement.y);
const float EPSILON = 0.01f;
if(!wIsPressed && abs(movement.x) > EPSILON) {
movement.x -= sin(angle) * 0.5;
}
else {
movement.x = 0;
}
if(!wIsPressed && abs(movement.y) > EPSILON) {
movement.y += cos(angle) * 0.5;
}
else {
movement.y = 0;
}