Java 路径行走/跟随并不适用于所有情况
我正在按照描述和实施路径行走/跟随。 唯一的区别是我将其转换为使用Java 路径行走/跟随并不适用于所有情况,java,libgdx,Java,Libgdx,我正在按照描述和实施路径行走/跟随。 唯一的区别是我将其转换为使用Scene2D和Stage 除此部分外,它工作正常: 当下一个点的Y小于前一个点的Y时,精灵基本上从上一个点直接跳到下一个点 例: 在下图中,精灵从点A直接跳到点B,从点C跳到点D 下面是实现屏幕的完整类 import java.util.ArrayList; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.InputMultiplexer; import com.bad
Scene2D
和Stage
除此部分外,它工作正常:
当下一个点的Y小于前一个点的Y时,精灵基本上从上一个点直接跳到下一个点
例:
在下图中,精灵从点A直接跳到点B,从点C跳到点D
下面是实现屏幕的完整类
import java.util.ArrayList;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.InputMultiplexer;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.Batch;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer.ShapeType;
import com.badlogic.gdx.math.MathUtils;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.scenes.scene2d.Actor;
import com.badlogic.gdx.scenes.scene2d.Stage;
import com.badlogic.gdx.utils.viewport.StretchViewport;
public class WayPointsTutorial implements Screen {
private Stage stage;
private SpriteBatch batch;
private ShapeRenderer renderer;
private Sprite sprite;
private TestPlayer player;
public static ArrayList<Vector2> pathPoints;
@Override
public void show() {
stage = new Stage(new StretchViewport(800,1280));
InputMultiplexer inputM = new InputMultiplexer();
inputM.addProcessor(stage);
Gdx.input.setInputProcessor(inputM);
renderer = new ShapeRenderer();
batch = new SpriteBatch();
sprite = new Sprite(new Texture("data/bt_comecar.png"));
sprite.setSize(50, 50);
sprite.setOrigin(0, 0);
pathPoints = new ArrayList<Vector2>();
pathPoints.add(new Vector2(170,550));
pathPoints.add(new Vector2(40,40));
pathPoints.add(new Vector2(150,40));
pathPoints.add(new Vector2(608,1000));
pathPoints.add(new Vector2(400,208));
player = new TestPlayer(sprite, pathPoints);
player.setPosition(400, 640);
stage.addActor(player);
}
@Override
public void render(float delta) {
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
//Update the stage
stage.draw();
stage.act(delta);
if(Gdx.input.isTouched()){show();}
stage.getCamera().update();
batch.setProjectionMatrix(stage.getCamera().combined);
renderer.setProjectionMatrix(batch.getProjectionMatrix());
renderer.setTransformMatrix(batch.getTransformMatrix());
renderer.setColor(Color.CYAN);
renderer.begin(ShapeType.Line);
renderer.line(new Vector2(player.getX(), player.getY()), player.getPath().get(player.getWaypoint()));
renderer.end();
Vector2 previous = player.getPath().get(0);
for(Vector2 waypoint : player.getPath()) {
renderer.setColor(Color.WHITE);
renderer.begin(ShapeType.Line);
renderer.line(previous, waypoint);
renderer.end();
renderer.begin(ShapeType.Filled);
renderer.circle(waypoint.x, waypoint.y, 15);
renderer.end();
previous = waypoint;
}
}
@Override
public void resize(int width, int height) {}
@Override
public void dispose() {
stage.dispose();
renderer.dispose();
}
@Override
public void hide() {dispose();}
@Override
public void pause() {}
@Override
public void resume() {}
public class TestPlayer extends Actor {
private Vector2 velocity = new Vector2();
private float speed = 300, tolerance = 50;
private ArrayList<Vector2> path;
private int waypoint = 0;
Sprite sprite;
public TestPlayer(Sprite sprite, ArrayList<Vector2> pathPoints) {
//super(sprite);
this.path = pathPoints;
this.sprite = sprite;
}
@Override
public void draw(Batch batch, float parentAlpha) {
update(Gdx.graphics.getDeltaTime());
sprite.setPosition(this.getX(), this.getY());
sprite.setRotation(this.getRotation());
sprite.draw(batch);
}
public void update(float delta) {
float angle = (float) Math.atan2(path.get(waypoint).y - getY(), path.get(waypoint).x - getX());
velocity.set((float) Math.cos(angle) * speed, (float) Math.sin(angle) * speed);
setPosition(getX() + velocity.x * delta, getY() + velocity.y * delta);
setRotation(angle * MathUtils.radiansToDegrees);
if(isWaypointReached(waypoint)) {
setPosition(path.get(waypoint).x, path.get(waypoint).y);
if(waypoint + 1 >= path.size()){
waypoint=0;
}else{
waypoint++;
}
}
}
public boolean isWaypointReached(int waypoint) {
return path.get(waypoint).x - getX() <= speed / tolerance * Gdx.graphics.getDeltaTime() && path.get(waypoint).y - getY() <= speed / tolerance * Gdx.graphics.getDeltaTime();
}
public ArrayList<Vector2> getPath() {
return path;
}
public int getWaypoint() {
return waypoint;
}
}
}
import java.util.ArrayList;
导入com.badlogic.gdx.gdx;
导入com.badlogic.gdx.InputMultiplexer;
导入com.badlogic.gdx.Screen;
导入com.badlogic.gdx.graphics.Color;
导入com.badlogic.gdx.graphics.GL20;
导入com.badlogic.gdx.graphics.Texture;
导入com.badlogic.gdx.graphics.g2d.Batch;
导入com.badlogic.gdx.graphics.g2d.Sprite;
导入com.badlogic.gdx.graphics.g2d.SpriteBatch;
导入com.badlogic.gdx.graphics.glutils.shaperender;
导入com.badlogic.gdx.graphics.glutils.shaperender.ShapeType;
导入com.badlogic.gdx.math.MathUtils;
导入com.badlogic.gdx.math.Vector2;
导入com.badlogic.gdx.scenes.scene2d.Actor;
导入com.badlogic.gdx.scenes.scene2d.Stage;
导入com.badlogic.gdx.utils.viewport.StretchViewport;
公共类航路点指示屏幕{
私人舞台;
专用SpriteBatch批次;
私有shaperender渲染器;
私人雪碧;
私人测试玩家;
公共静态数组列表路径点;
@凌驾
公开展览({
stage=新stage(新StretchViewport(8001280));
InputMultiplexer inputM=新的InputMultiplexer();
输入加处理器(级);
Gdx.input.setInputProcessor(inputM);
渲染器=新的ShaperEnder();
批次=新的SpriteBatch();
精灵=新精灵(新纹理(“data/bt_comecar.png”);
设置大小(50,50);
sprite.setOrigin(0,0);
路径点=新的ArrayList();
添加(新矢量2(170550));
添加(新向量2(40,40));
添加(新向量2(150,40));
添加(新矢量2(6081000));
添加(新向量2(400208));
player=新的TestPlayer(精灵、路径点);
播放器设置位置(400640);
舞台演员(演员);
}
@凌驾
公共无效渲染(浮动增量){
Gdx.gl.glClear(GL20.gl\u颜色\u缓冲\u位);
//更新舞台
stage.draw();
舞台表演(三角洲);
if(Gdx.input.isTouched()){show();}
stage.getCamera().update();
batch.setProjectionMatrix(stage.getCamera().combined);
renderer.setProjectionMatrix(batch.getProjectionMatrix());
setTransformMatrix(batch.getTransformMatrix());
渲染器.setColor(Color.CYAN);
renderer.begin(ShapeType.Line);
renderer.line(新矢量2(player.getX(),player.getY()),player.getPath().get(player.getWaypoint());
end();
Vector2 previous=player.getPath().get(0);
对于(矢量2航路点:player.getPath()){
渲染器.setColor(Color.WHITE);
renderer.begin(ShapeType.Line);
行(上一个,航路点);
end();
renderer.begin(ShapeType.Filled);
圆(航路点.x,航路点.y,15);
end();
先前=航路点;
}
}
@凌驾
公共空间大小调整(整数宽度,整数高度){}
@凌驾
公共空间处置(){
stage.dispose();
renderer.dispose();
}
@凌驾
public void hide(){dispose();}
@凌驾
公共无效暂停(){}
@凌驾
公共无效恢复(){}
公共类TestPlayer扩展了Actor{
私有向量2速度=新向量2();
专用浮动速度=300,公差=50;
私有数组列表路径;
专用int航路点=0;
雪碧雪碧;
公共TestPlayer(精灵精灵,ArrayList路径点){
//超级(雪碧);
this.path=路径点;
this.sprite=精灵;
}
@凌驾
公共作废提取(批处理、浮动parentAlpha){
更新(Gdx.graphics.getDeltaTime());
setPosition(this.getX(),this.getY());
setRotation(this.getRotation());
雪碧.抽(批);
}
公共无效更新(浮动增量){
浮动角度=(浮动)数学.atan2(path.get(waypoint).y-getY(),path.get(waypoint).x-getX());
设置速度((浮点)数学cos(角度)*速度,(浮点)数学sin(角度)*速度);
设置位置(getX()+速度.x*delta,getY()+速度.y*delta);
设置旋转(角度*数学弧度/度);
如果(IsWayPoint已到达(waypoint)){
设置位置(路径get(航路点).x,路径get(航路点).y);
如果(航路点+1>=path.size()){
航路点=0;
}否则{
航路点++;
}
}
}
到达公共布尔值IsWayPoint(整数航路点){
返回path.get(waypoint).x-getX()我想(我没有检查)你的iswaypointreated()
方法被破坏了。如果你的新waypoint.x
和新waypoint.y
,那么在你的公式中,你会在waypoint.x-getX()
和waypoint.y中得到负值
绝对小于始终为正的速度/公差*Gdx.graphics.getDeltaTime()
。在这种情况下,方法将立即返回到达的航路点
尝试将Math.abs()
函数添加到公式中:
return Math.abs(path.get(waypoint).x - getX()) <= speed / tolerance * Gdx.graphics.getDeltaTime() && Math.abs(path.get(waypoint).y - getY()) <= speed / tolerance * Gdx.graphics.getDeltaTime();
return Math.abs(path.get(waypoint).x-getX())@dermetfan他是这段视频的作者,他是用户stakoverflow,也许他能帮你,我留下这堆乱七八糟的东西