Libgdx三角法错误角度

Libgdx三角法错误角度,libgdx,trigonometry,Libgdx,Trigonometry,我正在打造一款像Counter Strike 2D一样的自上而下的射手。velecity存在问题: public class Player extends Entity { private float moveSpeed; private float turnSpeed; private float maxSpeed; private float moveFriction; private float turnFriction; private Texture tex; private Sp

我正在打造一款像Counter Strike 2D一样的自上而下的射手。velecity存在问题:

public class Player extends Entity {

private float moveSpeed;
private float turnSpeed;
private float maxSpeed;
private float moveFriction;
private float turnFriction;

private Texture tex;
private Sprite sprite;

private ArrayList<Bullet> bullets;

public Player() {
    moveSpeed = 15 / Game.PPM;
    turnSpeed = 400 / Game.PPM;
    maxSpeed = 300 / Game.PPM;
    moveFriction = 5 / Game.PPM;
    turnFriction = 10 / Game.PPM;

    tex = new Texture(Gdx.files.internal("ingame/TempPlayer.png"));
    sprite = new Sprite(tex);

    bodyDef = new BodyDef();
    bodyDef.position.set(Game.cam.position.x / Game.PPM, Game.cam.position.y / Game.PPM);
    bodyDef.type = BodyType.DynamicBody;
    body = Game.world.createBody(bodyDef);

    shape = new PolygonShape();
    shape.setAsBox(sprite.getWidth() / 2 / Game.PPM, sprite.getHeight() / 4 / Game.PPM);

    fixDef = new FixtureDef();
    fixDef.shape = shape;
    body.createFixture(fixDef);

    shape.setAsBox(sprite.getWidth() / 10 / Game.PPM, sprite.getHeight() / 5 / Game.PPM, new Vector2(sprite.getWidth() / 2 / Game.PPM, sprite.getHeight() / 3 / Game.PPM), 0 / Game.PPM);

    fixDef.shape = shape;
    body.createFixture(fixDef);

    bullets = new ArrayList<Bullet>();
}

public void update(float dt) {
    sprite.setCenter(body.getPosition().x * Game.PPM, body.getPosition().y * Game.PPM);
    sprite.setRotation(body.getAngle() * MathUtils.radiansToDegrees);

    // FRICTON
    if (body.getLinearVelocity().x > 0) {
        body.setLinearVelocity(body.getLinearVelocity().x - moveFriction, body.getLinearVelocity().y);
    } else if (body.getLinearVelocity().x < 0) {
        body.setLinearVelocity(body.getLinearVelocity().x + moveFriction, body.getLinearVelocity().y);
    }
    if (body.getLinearVelocity().y > 0) {
        body.setLinearVelocity(body.getLinearVelocity().x, body.getLinearVelocity().y - moveFriction);
    } else if (body.getLinearVelocity().y < 0) {
        body.setLinearVelocity(body.getLinearVelocity().x, body.getLinearVelocity().y + moveFriction);
    }
    if (body.getAngularVelocity() > 0) {
        body.setAngularVelocity(body.getAngularVelocity() - turnFriction);
    } else if (body.getAngularVelocity() < 0) {
        body.setAngularVelocity(body.getAngularVelocity() + turnFriction);
    }

    // MAX SPEED
    if (body.getLinearVelocity().x > maxSpeed) {
        body.setLinearVelocity(maxSpeed, body.getLinearVelocity().y);
    } else if (body.getLinearVelocity().x < -maxSpeed) {
        body.setLinearVelocity(-maxSpeed, body.getLinearVelocity().y);
    }
    if (body.getLinearVelocity().y > maxSpeed) {
        body.setLinearVelocity(body.getLinearVelocity().x, maxSpeed);
    } else if (body.getLinearVelocity().y < -maxSpeed) {
        body.setLinearVelocity(body.getLinearVelocity().x, -maxSpeed);
    }

    // PLAYER MOVEMENT
    if (body.getAngle() >= 360) {
        body.setTransform(body.getPosition().x, body.getPosition().y, 0);
    }

    float xVel = -(MathUtils.sin(body.getAngle()) * moveSpeed);
    float yVel = MathUtils.cos(body.getAngle()) * moveSpeed;

    if (Gdx.input.isKeyPressed(Keys.LEFT)) {
        body.setAngularVelocity(turnSpeed);
    } else if (Gdx.input.isKeyPressed(Keys.RIGHT)) {
        body.setAngularVelocity(-turnSpeed);
    } else {
        body.setAngularVelocity(0);
    }
    if (Gdx.input.isKeyPressed(Keys.UP)) {
        body.setLinearVelocity(body.getLinearVelocity().x + xVel, body.getLinearVelocity().y + yVel);
    } else if (Gdx.input.isKeyPressed(Keys.DOWN)) {
        body.setLinearVelocity(body.getLinearVelocity().x - xVel, body.getLinearVelocity().y - yVel);
    }
    if (Gdx.input.isKeyJustPressed(Keys.SPACE)) {
        bullets.add(new Bullet(body.getPosition().x, body.getPosition().y, body.getAngle()));
    }

    // CAMERA MOVEMENT
    Game.b2dCam.position.set(body.getPosition().x, body.getPosition().y, 0);
    Game.cam.position.set(body.getPosition().x * Game.PPM, body.getPosition().y * Game.PPM, 0);

    for (int i = 0; i < bullets.size(); i++) {
        bullets.get(i).update(dt);
    }
}

public void render(SpriteBatch sb) {
    sb.setProjectionMatrix(Game.cam.combined);
    sprite.draw(sb);
    for (int i = 0; i < bullets.size(); i++) {
        bullets.get(i).render(sb);
    }
}

public void dispose() {
    tex.dispose();
    shape.dispose();
}
但是当我这样做的时候,当我试图前进的时候,角色会侧移

İ如果我改变了cos和sin的位置,它可以像那样工作,但不应该

float xVel = -(MathUtils.sin(body.getAngle()) * moveSpeed);
    float yVel = MathUtils.sin(body.getAngle()) * moveSpeed;

一个可能的原因很简单,因为您的播放器纹理(png/jpg本身)可能没有指向右侧,这被认为是0度角

如果是这种情况,最简单的解决方案是编辑纹理,使玩家指向右侧

您的所有代码似乎都很好,但以下代码除外:

// PLAYER MOVEMENT
if (body.getAngle() >= 360) {
    body.setTransform(body.getPosition().x, body.getPosition().y, 0);
}

比较弧度和度数的地方。无论如何,如果不需要if子句,Box2D将已经将角度值钳制在0和2*PI之间。

感谢您的回复。我发现了一个问题,我以为box2D中的北方是0度,但我意识到0度是东方。这就是为什么我的球员横着移动。
// PLAYER MOVEMENT
if (body.getAngle() >= 360) {
    body.setTransform(body.getPosition().x, body.getPosition().y, 0);
}