攻击/跟随我的玩家

本文关键字:玩家 我的 跟随 攻击 | 更新日期: 2023-09-27 18:15:11

我想要创造一款让你尽量避开"攻击"你的物体(圆圈)的游戏。我是这样做的:

  • 首先计算对象和我之间的x_y差(在此代码中AI_x是对象的x位置(AI_y: y位置),x, y是玩家的位置)
  • 计算物体必须制作的角度,以便直接朝向玩家(使用数学)。Atan(x轴之差/y轴之差)-然后使用这些角度来计算x和y距离,它必须移动每tick(例如distancePerTick_x = Math.Cos(角度)*速度)

然而,当我的distanceToPlayer_x(见代码)是正的或distanceToPlayer_x和distanceToPlayer_y都是负的,所以分割的数字再次变为正的时候,它不工作。

我知道为什么会发生这种情况,但我已经尝试了2个小时来解决它,但无法再处理疼痛了:p

我希望你们能帮助我。

代码:

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);
    }
    }
}

攻击/跟随我的玩家

在计算全范围 [0..2 * pi]角时,典型的解决方案涉及Atan2法:

 angle = Math.Atan2(distanceToPlayer_y, distanceToPlayer_x);

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