基于旋转的XNA方向

本文关键字:XNA 方向 旋转 于旋转 | 更新日期: 2023-09-27 18:28:39

我的XNA项目中有一个箭头,我已经成功地用这个代码将其旋转到鼠标的位置-

using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
namespace Test
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        Texture2D arrowSprite;
        float rotation;
        Vector2 direction;
        Vector2 position;
        float speed;
        Vector2 mousePos;
        SpriteFont font1;
        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            position = new Vector2(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 5);
            speed = 1000.0f;
            this.IsMouseVisible = true;
            MouseState mouse = Mouse.GetState();
            mousePos.X = mouse.X;
            mousePos.Y = mouse.Y;
            rotation = Angle(position, mousePos);
            base.Initialize();
        }
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            arrowSprite = Content.Load<Texture2D>("Sprites''Arrow");
            font1 = Content.Load<SpriteFont>("Sprites''Test");
            // TODO: use this.Content to load your game content here
        }
        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();
            // TODO: Add your update logic here
            MouseState mouse = Mouse.GetState();
            mousePos.X = mouse.X;
            mousePos.Y = mouse.Y;
            rotation = Angle(position, mousePos);
            direction = new Vector2((float)Math.Cos(rotation), (float)Math.Sin(rotation));
            position += direction * 10.0f * (float)gameTime.ElapsedGameTime.TotalSeconds;
            base.Update(gameTime);
        }
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);
            // TODO: Add your drawing code here
            spriteBatch.Begin();
            spriteBatch.Draw(arrowSprite, position, null, Color.White, rotation, new Vector2(arrowSprite.Width / 2, arrowSprite.Height / 2), 1.0f, SpriteEffects.None, 1.0f);
            spriteBatch.DrawString(font1, mousePos.X.ToString()+ " " + mousePos.Y.ToString(), new Vector2(GraphicsDevice.Viewport.Width / 2, 0), Color.White);
            //spriteBatch.DrawString(font1, "Rotation:" + rotation.ToString(), Vector2.Zero, Color.White);
            spriteBatch.DrawString(font1, "Direction" + direction.ToString(), Vector2.Zero, Color.White);
            spriteBatch.End();
            base.Draw(gameTime);
        }
        public static float Angle(Vector2 from, Vector2 to)
        {
            return (float)Math.Atan2(from.X - to.X, to.Y - from.Y);
        }
    }
}

然而,当我运行代码时,箭头只是围绕鼠标旋转,并且随着时间的推移,箭头的半径会稍微扩大。我希望箭头旋转到鼠标,然后它向它旋转到的区域移动。谢谢,任何帮助都将不胜感激。

基于旋转的XNA方向

您的Angle()计算意味着箭头精灵在其原始状态下指向上方。但是,你对direction的计算是错误的。计算方向和角度可以如下进行:

private void CalculateAngleAndDirection(Vector2 from, Vector2 to, out Vector2 direction, out float angle)
{
    direction = to - from; //get the direction vector
    direction.Normalize(); //make it a unit vector
    angle = (float)Math.Atan2(-direction.X, direction.Y);
}
protected override void Update(GameTime gameTime)
{
    //...
    MouseState mouse = Mouse.GetState();
    mousePos.X = mouse.X;
    mousePos.Y = mouse.Y;
    CalculateAngleAndDirection(position, mousePos, out direction, out angle); 
    position += direction * 10.0f * (float)gameTime.ElapsedGameTime.TotalSeconds;
    base.Update(gameTime);
}

我注意到你说

并且它这样做的半径随着时间稍微扩展

发现了这个

position += direction * 10.0f * (float)gameTime.ElapsedGameTime.TotalSeconds;

在xna中,理论上每秒调用60次更新,gameTime.ElapedGameTime.TotalSeconds每秒不断增加。如果将此方程的值添加到可变位置,则由于此增量,它将逐渐改变"轨道"。此外,根据我所能收集到的,你计算旋转的方式可以返回负数(提供向后的"轨道"),当乘以正数时,它将返回不寻常的数字。