攻击/关注我的播放器

时间:2016-10-27 14:51:54

标签: c# sin cos

我想创建一个游戏,你试图避免“攻击”你的对象(圆圈)。我这样做的方式:

  • 首先计算对象和我之间的x_和y差异(在此代码中AI_x是对象的x位置(AI_y:y位置)和x,y是玩家的位置)
  • 计算物体为了直接朝向玩家而必须进行的角度(使用Math.Atan(x轴之间的差异/ y轴之间的差异)) - 然后使用这些角度计算每个刻度必须移动的x和y距离(例如distancePerTick_x = Math.Cos(angle)* speed)

但是当我的distanceToPlayer_x(参见代码)为正数或者distanceToPlayer_x和distanceToPlayer_y均为负数时,它不起作用,因此分别的数字再次变为正数。

我知道为什么会这样,但我已经尝试了2个小时来解决它但不能再忍受痛苦:P。

我希望你们能帮帮我。

CODE:

namespace AI
{
    public partial class mainClass : Form
    {
        //variables
        int health;
        double startPosition_x, startPosition_y, angle;
        float x, y, speed, AI_x, AI_y, distanceToPlayer_x, distanceToPlayer_y;

        //gameloop
        Timer gameLoop;

        //field
        Bitmap bmp;

        //player color
        Pen playerColor;

        //Random
        Random random_x, random_y;

    //constructor
    public mainClass()
    {
        InitializeComponent();
        Initialization();
    }

    //on startup do this:
    private void Initialization()
    {
        //initializing variables
        health = 100;
        speed = (float) 0.75;

        //startposition
        startPosition_x = pbField.Width / 2;
        startPosition_y = pbField.Height / 2;

        //set x and y value to start position
        x = (float) startPosition_x;
        y = (float)startPosition_y;

        //random
        random_x = new Random();
        random_y = new Random();

        AI_x = 0;//random_x.Next(1, 550);
        AI_y = 0;//random_y.Next(1, 320);
        //player color
        playerColor = new Pen(Color.Red, 5);

        //gameloop
        gameLoop = new Timer();
        gameLoop.Tick += new EventHandler(gameMethode);
        gameLoop.Interval = 5;
        gameLoop.Start();
    }

    //the gameloop
    private void gameMethode(object sender, EventArgs e)
    {
        //field
        bmp = new Bitmap(550, 320);
        pbField.Image = bmp;

        using (Graphics g = Graphics.FromImage(bmp))
        {
            //key manager
            if (InputManager.pressed(Keys.W))
            {
                y -= speed;
            }
            else if (InputManager.pressed(Keys.S))
            {
                y += speed;
            }
            else if (InputManager.pressed(Keys.A))
            {
                x -= speed;
            }
            else if (InputManager.pressed(Keys.D))
            {
                x += speed;
            }

            g.DrawEllipse(playerColor, AI_x, AI_y, 5, 5);
            g.DrawEllipse(playerColor, x, y, 5, 5);

            attackPlayer();
        }
    }

    //attack player method
    private void attackPlayer()
    {
        //the distance to the player
        distanceToPlayer_x = AI_x - x;
        distanceToPlayer_y = AI_y - y;

        angle = Math.Atan(distanceToPlayer_y / distanceToPlayer_x);

        Console.WriteLine("Radiants: " + angle);
        Console.WriteLine("Degrees: "+ angle * (180 / Math.PI));

        AI_x += (float) Math.Cos(angle) * (speed/(float)1.25);
        AI_y += (float) Math.Sin(angle) * (speed/(float)1.25);
    }

    //if keydown
    private void mainClass_KeyDown(object sender, KeyEventArgs e)
    {
        //if escape button is pressed
        if (e.KeyCode == Keys.Escape)
        {
            Application.Exit();
        }

        InputManager.changeState(e.KeyCode, true);
    }

    //if keyup
    private void mainClass_KeyUp(object sender, KeyEventArgs e)
    {
        InputManager.changeState(e.KeyCode, false);
    }

    }
}

1 个答案:

答案 0 :(得分:1)

在计算整个范围 [0..2 * pi]角度时,典型的解决方案涉及Atan2方法:

 angle = Math.Atan2(distanceToPlayer_y, distanceToPlayer_x);

https://msdn.microsoft.com/en-us/library/system.math.atan2(v=vs.110).aspx 详情