简体   繁体   English

向鼠标方向射击

[英]Shoot to the mouse direction

The problem: 问题:

I've got this "Shot" class. 我有这个“射击”课。 In the code, the target variables are the mouseX and mouseY. 在代码中,目标变量是mouseX和mouseY。 So when i click the mouse button, my player class will create a new shot object. 因此,当我单击鼠标按钮时,我的播放器类将创建一个新的射击对象。 But the shooting is inaccurate. 但是射击是不准确的。 How can i calculate the correct dx and dy? 我如何计算正确的dx和dy?

If i add the dx and dy to the "bullet's" x and y, the bullet will move to the mouse's direction.This is what i want. 如果我将dx和dy添加到“子弹”的x和y,则子弹将移动到鼠标的方向。这就是我想要的。 The mouse position is stored in targetX and targetY, when the object is created. 创建对象时,鼠标位置存储在targetX和targetY中。 This is the point what the oval wants to reach. 这就是椭圆形想要达到的点。

Links: 链接:

The game (finished) 游戏(完成)

The code (from Shot.java): 代码(来自Shot.java):

public class Shot extends Entity {
    private float targetX, targetY;

    public Shot(World world, float x, float y, int width, int height, Color color, float targetX, float targetY) {
        super(world, x, y, width, height, color);
        this.targetX = targetX;
        this.targetY = targetY;
    }

    @Override
    public void render(GameContainer gc, Graphics g, Camera camera) {
        g.setColor(color);
        g.fillOval(x - camera.getX(), y - camera.getY(), width, height);
    }

    @Override
    public void update(GameContainer gc, int delta) {
        float dx = targetX - x;
        float dy = targetY - y;

        x += dx * delta * .001f;
        y += dy * delta * .001f;
    }
}

I tried this, but still not work: 我试过了,但还是行不通:

@Override
    public void update(GameContainer gc, int delta) {
        float length = (float) Math.sqrt((targetX - x) * (targetX - x) + (targetY - y) * (targetY - y));

        double dx = (targetX - x) / length * delta;
        double dy = (targetY - y) / length * delta;

        x += dx;
        y += dy;
    }

I did it! 我做的! Here is my solution: 这是我的解决方案:
The problem was that, the target was the window's mouse position, and not the world's mouse position. 问题在于,目标是窗口的鼠标位置,而不是世界的鼠标位置。

This is how i calculated the world's mouse positions: 这就是我计算世界鼠标位置的方式:

float mouseWorldX = x + (mouseX - screen_width / 2); // x = player's x position
float mouseWorldY = y + (mouseY - screen_height / 2); // y = player's y position

This is code from my game at the moment is used to move a unit to the mouse when the right mouse button is pressed: 这是我游戏中的代码,当前用于在按下鼠标右键时将单位移动到鼠标:

length = Math.sqrt((target_X - player_X)*(target_X - player_X) + (target_Y - player_Y)*(target_Y - player_Y)); //calculates the distance between the two points

speed_X = (target_X - player_X) /length * player_Speed;

speed_Y = (target_Y - player_Y) /length * player_Speed;

This will move an object to the target in a line at a set speed. 这将以设定的速度将对象沿一条线移动到目标。

Edit: this is the actual code right from my game 编辑:这是我游戏中的实际代码

if(input.isMouseButtonDown(Input.MOUSE_RIGHT_BUTTON))
    {
        length = (float) Math.sqrt((player_waypoint_X - player_X)*(player_waypoint_X - player_X) + (player_waypoint_Y - player_Y)*(player_waypoint_Y - player_Y));
        velocityX = (float) (player_waypoint_X - player_X) /length * (float) PlayerStats.player.db_player_Speed;
        velocityY = (float) (player_waypoint_Y - player_Y) /length * (float) PlayerStats.player.db_player_Speed; 

        player_waypoint_X = input.getMouseX() - 2;
        player_waypoint_Y = input.getMouseY() - 2;

    }

For testing purposes the velocity's are defined in the init method along with length. 为了测试目的,在init方法中定义了速度以及长度。 Every time the right mouse is pressed the waypoints's X and Y are changed to the mouse location. 每次按下鼠标右键,航路点的X和Y都会更改为鼠标位置。

I learned this from this question velocity calculation algorithm . 我从这个问题速度计算算法中学到了这一点。

为了使子弹并非每次射击都改变方向,请创建一个数组列表,以使发射的每个子弹具有自己的x和y速度

声明:本站的技术帖子网页,遵循CC BY-SA 4.0协议,如果您需要转载,请注明本站网址或者原文地址。任何问题请咨询:yoyou2525@163.com.

 
粤ICP备18138465号  © 2020-2024 STACKOOM.COM