我试图移动我的曲线,但它不能很好地移动,当它从左到右或从右到左改变方向时,运动非常尴尬。 我想像这个视频一样移动我的曲线 video of curve movement what i actually want。 在这个视频中,当它改变它的方向时,它是如此优雅,但在我的情况下,它改变了它的方向,曲线在新添加的点上给出了一个疯狂的形状。 专家请解决这个问题。 这是我的代码
//create paths
private Bezier<Vector2> path1;
private CatmullRomSpline<Vector2> path2;
private ShapeRenderer sr;
int height,width;
Vector2 starting,ending,endingControl;
ArrayList<Vector2> listOfPoints;
Vector3 touchPos;
float timeDifference;
Boolean leftPos=false,rightPos=false;
Boolean isTouch=false,isTouchUp=false;
Vector2 mVector2;
private OrthographicCamera cam;
Vector2[] controlPoints;
@Override
public void create () {
width = Gdx.graphics.getWidth();
height = Gdx.graphics.getHeight();
ending=new Vector2(width/2,height/2);
endingControl=new Vector2(ending.x,ending.y+10);
starting=new Vector2(width/2,0);
controlPoints = new Vector2[]{starting,starting,ending,ending};
// set up the curves
path2 = new CatmullRomSpline<Vector2>(controlPoints, false);
listOfPoints=new ArrayList<Vector2>();
// setup ShapeRenderer
sr = new ShapeRenderer();
sr.setAutoShapeType(true);
sr.setColor(Color.BLACK);
cam=new OrthographicCamera();
cam.setToOrtho(false);
listOfPoints.add(new Vector2(width/2,0)); //starting
listOfPoints.add(new Vector2(width/2,0)); //starting
}
@Override
public void resize(int width, int height) {
// TODO Auto-generated method stub
super.resize(width, height);
cam.update();
}
@Override
public void render () {
cam.update();
Gdx.gl.glClearColor(1f, 1f, 1f, 1f);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
sr.begin();
sr.set(ShapeType.Filled);
if(Gdx.input.isTouched())
{
if(!isTouch){
listOfPoints.add(new Vector2(ending.x+2, ending.y-4));
int s=listOfPoints.size();
controlPoints=new Vector2[s+2];
listOfPoints.toArray(controlPoints);
controlPoints[s]=ending;
//endingControl.x=ending.y;
controlPoints[s+1]=ending;
path2 = new CatmullRomSpline<Vector2>(controlPoints, false);
}
isTouch=true;
ending.x+=3;
}
else {
if(isTouch){
listOfPoints.add(new Vector2(ending.x-2, ending.y-4));
int s=listOfPoints.size();
controlPoints=new Vector2[s+2];
listOfPoints.toArray(controlPoints);
controlPoints[s]=ending;
controlPoints[s+1]=ending;
path2 = new CatmullRomSpline<Vector2>(controlPoints, false);
}
isTouch=false;
ending.x-=3;
}
moveAndReduce();
for(int i = 0; i < 100; ++i){
float t = i /100f;
Vector2 st = new Vector2();
Vector2 end = new Vector2();
path2.valueAt(st,t);
path2.valueAt(end, t-0.01f);
sr.rectLine(st.x, st.y, end.x, end.y,3);
}
sr.end();
}
@Override
public void dispose () {
sr.dispose();
}
public void moveAndReduce()
{
for(Vector2 vector2:listOfPoints)
{
vector2.y-=3 ;
}
if(listOfPoints.size()>3 && listOfPoints.get(3).y<-1)
{
listOfPoints.remove(0);
listOfPoints.set(0, listOfPoints.get(1));
int s=listOfPoints.size();
controlPoints=new Vector2[s+2];
listOfPoints.toArray(controlPoints);
controlPoints[s]=ending;
controlPoints[s+1]=ending;
path2 = new CatmullRomSpline<Vector2>(controlPoints, false);
}
}
答案 0 :(得分:1)
通过视频看,曲线看起来并不受控制点的限制,只是一个简单的加速点跟踪。
您创建一个浮点数组,其长度(以像素为单位)与x方向上的线条长度相匹配。例如,如果屏幕宽度为200像素,则线条可以为100,因此阵列的长度为100。将数组中的每个浮点数设置为屏幕高度的一半的起始值。我在这个答案中调用数组line
。你称它为你喜欢的。
您指定的head
索引是最右侧的索引。每个框架将head
索引向上移动一个。如果它在数组length-1
之上,则将其设置为零(数组的开头)
当您绘制line
时,您可以从head + 1
Path p = new Path();
for(int i = 0; i < 100; ++i){
p.lineTo(i, line[(i + head + 1) % 100]); // add path points
}
// draw the path;
为了让它移动,你有一个移动浮动move
,该移动为0表示没有移动,或者正向和反向值向上或向下移动。
如果您想要移动,请将move
金额增加固定值。
// moving down
if(move < maxMove){ // set a max move amount eg 10
move += moveAmount; // moveAmount 0.2 just as an example
}
同样向上移动,但减去
如果没有输入,您将move
金额按固定汇率
// assume this is code run when no input
if(move != 0){
if(Math.abs(move) < moveAmount){ // if close to zero set to zero
move = 0;
}else{
move -= Math.sign(move) * moveAmount; // else move towards zero at
// fixed rate
}
}
这条线不会向前移动,只是在我们每帧移动头部位置时才会这样做。
回到移动线的头部,下面向上或向下移动线头位置(但是没有完成,最后一行被修改以创建更平滑的曲线)
float pos = line[head]; // get the pos of line at head
head += 1; // move the head forward 1
head %= 100; // if past end of array move to 0
line[head] = pos + move; // set the new head position
这将根据移动向上或向下移动线的头部。我们获得的曲线并不是那么好,所以为了让它变得更平滑你需要改变移动值改变头部位置的速率。
// an sCurve for any value of move the result is from -1 to 1
// the greater or smaller move the closer to 1 or -1 the value gets
// the value -1.2 controls the rate at which the value moves to 1 or -1
// the closer to -1 the value is the slower the value moves to 1 or -1
float res = (2 / (1 + Math.pow(move,-1.2))) -1;
这实际上在上下移动时将线条曲线的形状改变为几乎正弦波
// so instead of
//line[head] = pos + move; // set the new head position
line[head] = pos + ( (2 / (1 + Math.pow(move,-1.2))) -1 ) * maxSpeed;
// max speed is the max speed the line head can move up or down
// per frame in pixels.
下面是一个Javascript实现,如上所述(不作为答案代码)。使用键盘向上箭头向上和向下箭头移动线
如果您使用的是平板电脑或手机,那么您将看到下面的图片,为我添加和测试触摸示例的时间较晚
const doFor = (count, callback) => {var i = 0; while (i < count) { callback(i ++) } };
const keys = {
ArrowUp : false,
ArrowDown : false,
};
function keyEvents(e){
if(keys[e.code] !== undefined){
keys[e.code] = event.type === "keydown";
e.preventDefault();
}
}
addEventListener("keyup", keyEvents);
addEventListener("keydown", keyEvents);
focus();
var gameOver = 0;
var gameOverWait = 100;
var score = 0;
var nextWallIn = 500
var nextWallCount = nextWallIn;
var wallHole = 50;
const wallWidth = 5;
const walls = [];
function addWall(){
var y = (Math.random() * (H - wallHole * 2)) + wallHole *0.5;
walls.push({
x : W,
top : y,
bottom : y + wallHole,
point : 1, // score point
});
}
function updateWalls(){
nextWallCount += 1;
if(nextWallCount >= nextWallIn){
addWall();
nextWallCount = 0;
nextWallIn -= 1;
wallHole -= 1;
}
for(var i = 0; i < walls.length; i ++){
var w = walls[i];
w.x -= 1;
if(w.x < -wallWidth){
walls.splice(i--,1);
}
if(w.x >= line.length- + wallWidth && w.x < line.length){
var pos = line[head];
if(pos < w.top || pos > w.bottom){
gameOver = gameOverWait;
}
}
if(w.point > 0 && w.x <= line.length){
score += w.point;
w.point = 0;
}
}
}
function drawWalls(){
for(var i = 0; i < walls.length; i ++){
var w = walls[i];
ctx.fillStyle = "red";
ctx.fillRect(w.x,0,wallWidth,w.top);
ctx.fillRect(w.x,w.bottom,wallWidth,H-w.bottom);
}
}
const sCurve = (x,p) => (2 / (1 + Math.pow(p,-x))) -1;
const ctx = canvas.getContext("2d");
var W,H; // canvas width and height
const line = [];
var move = 0;
var curvePower = 1.2;
var curveSpeed = 0.2;
var maxSpeed = 10;
var headMoveMultiply = 2;
var head;
function init(){
line.length = 0;
doFor(W / 2,i => line[i] = H / 2);
head = line.length - 1;
move = 0;
walls.length = 0;
score = 0;
nextWallIn = 500
nextWallCount = nextWallIn;
wallHole = 50;
ctx.font = "30px arial black";
}
function stepLine(){
var pos = line[head];
head += 1;
head %= line.length;
line[head] = pos + sCurve(move,curvePower)*headMoveMultiply ;
}
function drawLine(){
ctx.beginPath();
ctx.strokeStyle = "black";
ctx.lineWidth = 3;
ctx.lineJoin = "round";
ctx.lineCap = "round";
for(var i = 0; i <line.length; i++){
ctx.lineTo(i,line[(i + head + 1) % line.length]);
}
ctx.stroke();
}
function mainLoop(time){
if(canvas.width !== innerWidth || canvas.height !== innerHeight){
W = canvas.width = innerWidth;
H = canvas.height = innerHeight;
init();
}
if(gameOver === 1){
gameOver = 0;
init();
}
ctx.setTransform(1,0,0,1,0,0);
ctx.clearRect(0,0,W,H);
if(keys.ArrowUp){
if(move > - maxSpeed){
move -= curveSpeed;
}
}else if(keys.ArrowDown){
if(move < maxSpeed){
move += curveSpeed;
}
}else{
move -= Math.sign(move)*curveSpeed;
if(Math.abs(move) < curveSpeed){
move = 0;
}
}
if(gameOver === 0){
stepLine();
updateWalls();
}
drawLine();
drawWalls();
ctx.fillStyle = "Black";
ctx.textAlign = "left";
ctx.fillText("Score : " + score, 10,30);
if(gameOver > 0){
ctx.textAlign = "center";
ctx.fillText("Crashed !!", W / 2,H * 0.4);
gameOver -= 1;
}
requestAnimationFrame(mainLoop);
}
requestAnimationFrame(mainLoop);
canvas {
position : absolute;
top : 0px;
left : 0px;
z-index : -10;
}
<br><br><br>Up down arrow keys to move line.
<canvas id=canvas></canvas>