我正在开发2D游戏。我试图弄清楚如何确定一个Vector2是否面向另一个。
这是我到目前为止所做的:
public void update(GameTime gameTime, Vector2 playerPosition)
{
// position is "enemy" Vector2
// rotationAngle is the angle which the "enemy" is facing
// I need to determine if the "enemy" should rotate left, right, or move forward
// The goal is to have the "enemy" move towards the player
float angle = MathHelper.ToDegrees((float)Math.Atan2(playerPosition.Y - position.Y, playerPosition.X - position.X));
float rotationDegrees = MathHelper.ToDegrees(rotationAngle);
// Now what????
update(gameTime);
}
答案 0 :(得分:1)
Gah,在尝试了一些东西后,我想出来了。
public void update(GameTime gameTime, Vector2 playerPosition)
{
float angle = MathHelper.ToDegrees((float)Math.Atan2(playerPosition.Y - position.Y, playerPosition.X - position.X));
float rotationDegrees = MathHelper.ToDegrees(rotationAngle);
var diff = ((rotationDegrees - angle) + 360) % 360;
if (diff > 90)
{
// bool for rotate method determines if rotating left or right
rotate(false);
}
else
{
rotate(true);
}
if (diff < 180 && diff > 0)
{
moveForward();
}
update(gameTime);
}
编辑:我的计算存在一些问题。在某些情况下,敌人会被卡住。问题在于,每次游戏更新时,有时价值会从负值变为正值。解决方案是确保差异始终为正。