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Java 在角度上移动点(向量)+;Libgdx_Java_Math_Libgdx_Transfer_Angle - Fatal编程技术网

Java 在角度上移动点(向量)+;Libgdx

Java 在角度上移动点(向量)+;Libgdx,java,math,libgdx,transfer,angle,Java,Math,Libgdx,Transfer,Angle,我想在一个角度上移动一个点(矢量2)。我有我的角度。但我的数学和libgdx都不好。为了获得角度,我使用以下方法: degrees = (float) ((Math.atan2(touchPoint.x - x, -(touchPoint.y - y)) * 180.0d / Math.PI) + 240.0f); 现在,我想移动向量。但我真的不知道我必须做什么。。。我看了一些问题,但只是一些关于改变角度的事情,而不是转移。我认为libgdx中必须有一个函数来实

我想在一个角度上移动一个点(矢量2)。我有我的角度。但我的数学和libgdx都不好。为了获得角度,我使用以下方法:

degrees = (float) ((Math.atan2(touchPoint.x - x,
                -(touchPoint.y - y)) * 180.0d / Math.PI) + 240.0f);
现在,我想移动向量。但我真的不知道我必须做什么。。。我看了一些问题,但只是一些关于改变角度的事情,而不是转移。我认为libgdx中必须有一个函数来实现这一点。请帮忙

更新:

public class Games implements ApplicationListener {

SpriteBatch spriteBatch;
Texture texture;
float x = 160;
float y = 5;

Vector2 touch;
Vector2 movement;
Vector2 position;
Vector2 dir;
Vector2 velocity;

float speed;
float deltaTime;

@Override
public void create() {
    spriteBatch = new SpriteBatch();
    texture = new Texture(Gdx.files.internal("images/1.png"));

    touch = new Vector2();
    movement = new Vector2();
    position = new Vector2();
    dir = new Vector2();
    velocity = new Vector2();

    speed = 5;
    deltaTime = Gdx.graphics.getDeltaTime();
}

public void render() {
    Gdx.gl.glClear(Gdx.gl10.GL_COLOR_BUFFER_BIT);
    deltaTime += 0.5f;

    spriteBatch.begin();

    begin(deltaTime);
    spriteBatch.draw(texture, position.x, position.y);

    spriteBatch.end();
}

private void begin(float deltaTime) {
    touch.set(Gdx.input.getX(), Gdx.input.getY());

    position.set(x, y);
    dir.set(touch).sub(position).nor();
    velocity.set(dir).scl(speed);
    movement.set(velocity).scl(deltaTime);
    position.add(movement);
}

如果我正确理解了你的问题,你是在寻找方向向量吗

如果这是正确的理解,您可以这样做:

// Declared as fields, so they will be reused
Vector2 position = new Vector2();
Vector2 velocity = new Vector2();
Vector2 movement = new Vector2();

Vector2 touch = new Vector2();
Vector2 dir = new Vector2();

// On touch events, set the touch vector, then do this to get the direction vector
dir.set(touch).sub(position).nor();
这将为您提供从位置到接触点的标准化方向向量

然后,您可以将其缩放到您想要移动的速度,然后使用它更新您的位置

velocity = new Vector2(dir).scl(speed);
在每一帧上,像这样做

movement.set(velocity).scl(deltaTime);
position.add(movement);

更新

下面是在一个完整的课堂上的情况:

class Game extends ApplicationAdapter {

    Vector2 position = new Vector2();
    Vector2 velocity = new Vector2();
    Vector2 movement = new Vector2();
    Vector2 touch = new Vector2();
    Vector2 dir = new Vector2();

    Vector3 temp = new Vector3();

    float speed = 100;

    OrthographicCamera camera;

    SpriteBatch batch;
    Texture texture;
    Sprite sprite;

    @Override
    public void create () {
        camera = new OrthographicCamera();
        camera.setToOrtho(false);

        batch = new SpriteBatch();

        texture = new Texture(Gdx.files.internal("data/badlogicsmall.jpg"));

        sprite = new Sprite(texture);

        Gdx.input.setInputProcessor(new InputAdapter() {
            @Override
            public boolean touchDown (int screenX, int screenY, int pointer, int button) {
                camera.unproject(temp.set(screenX, screenY, 0));
                touch.set(temp.x, temp.y);
                return true;
            }
        });
    }

    @Override
    public void render () {
        Gdx.gl10.glClear(GL10.GL_COLOR_BUFFER_BIT);
        update(Gdx.graphics.getDeltaTime());
        batch.begin();
        sprite.draw(batch);
        batch.end();
    }

    @Override
    public void dispose() {
        texture.dispose();
        batch.dispose();            
    }
    public void update (float deltaTime) {
        position.set(sprite.getX(), sprite.getY());
        dir.set(touch).sub(position).nor();
        velocity.set(dir).scl(speed);
        movement.set(velocity).scl(deltaTime);
        if (position.dst2(touch) > movement.len2()) {
            position.add(movement); 
        } else {
            position.set(touch);
        }               
        sprite.setX(position.x);
        sprite.setY(position.y);
    }
}

请注意,您可以取消位置矢量2,直接使用x和y,但我喜欢使用矢量2,因为它更干净。

我按您所说的做,但有一个问题。我找不到
scl(…)
方法。这个方法的库名是什么?那是我的libs。我只是下载了最新版本,并修复了。但它不动。我更新了代码,所以我的问题出在deltaTime。我没有更新它。更新后,它运行良好。tnx。p、 s:但如果你有更好的更新方法,就告诉我:复制我的答案,以显示在整个课堂上的效果。你应该更改touch.set(temp.x,temp.y);touch.set(temp.x-sprite.getWidth()/2,temp.y-sprite.getHeight()/2);触摸中心精灵
class Game extends ApplicationAdapter {

    Vector2 position = new Vector2();
    Vector2 velocity = new Vector2();
    Vector2 movement = new Vector2();
    Vector2 touch = new Vector2();
    Vector2 dir = new Vector2();

    Vector3 temp = new Vector3();

    float speed = 100;

    OrthographicCamera camera;

    SpriteBatch batch;
    Texture texture;
    Sprite sprite;

    @Override
    public void create () {
        camera = new OrthographicCamera();
        camera.setToOrtho(false);

        batch = new SpriteBatch();

        texture = new Texture(Gdx.files.internal("data/badlogicsmall.jpg"));

        sprite = new Sprite(texture);

        Gdx.input.setInputProcessor(new InputAdapter() {
            @Override
            public boolean touchDown (int screenX, int screenY, int pointer, int button) {
                camera.unproject(temp.set(screenX, screenY, 0));
                touch.set(temp.x, temp.y);
                return true;
            }
        });
    }

    @Override
    public void render () {
        Gdx.gl10.glClear(GL10.GL_COLOR_BUFFER_BIT);
        update(Gdx.graphics.getDeltaTime());
        batch.begin();
        sprite.draw(batch);
        batch.end();
    }

    @Override
    public void dispose() {
        texture.dispose();
        batch.dispose();            
    }
    public void update (float deltaTime) {
        position.set(sprite.getX(), sprite.getY());
        dir.set(touch).sub(position).nor();
        velocity.set(dir).scl(speed);
        movement.set(velocity).scl(deltaTime);
        if (position.dst2(touch) > movement.len2()) {
            position.add(movement); 
        } else {
            position.set(touch);
        }               
        sprite.setX(position.x);
        sprite.setY(position.y);
    }
}