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Android Math不起作用

[英]Android Math does not work

private void gotoPos()
{
    spaceX = x2 - x;
    spaceY = y2 - y;
    if (Math.abs(spaceX) >= Math.abs(spaceY)) {
        xSpeed = Math.round(spaceX * (3/Math.abs(spaceX)));
        ySpeed = Math.round(spaceY * (3/Math.abs(spaceX)));
    }

With this code I want to move an object to the position x2 and y2. 使用此代码,我想将对象移动到位置x2和y2。 x and y is the current position of the object. x和y是对象的当前位置。 spaceX is the space that is between the object and the x position it should go to. spaceX是对象与应该到达的x位置之间的空间。 The same for spaceY. 对于spaceY也是一样。

But I don't want the object to move more than 3 Pixels per draw. 但是我不希望对象每次平移超过3个像素。

Example: object position: x = 35, y = 22 示例:对象位置:x = 35,y = 22

Point it should go to: x2 = 79, y2 = 46 将其指向:x2 = 79,y2 = 46

space between them: spaceX = 79-35 = 44, spaceY = 46-22 = 24 它们之间的空间:spaceX = 79-35 = 44,spaceY = 46-22 = 24

spaceX is bigger then spaceY so: spaceX大于spaceY,因此:

xSpeed = 44 * (3/44) = 3, ySpeed = 24 * (3/44) = 1.63 = 2 xSpeed = 44 *(3/44)= 3,ySpeed = 24 *(3/44)= 1.63 = 2

But it does not work like this. 但这不是这样的。 When I start the app the object does not go to x2 and y2. 当我启动应用程序时,对象不会转到x2和y2。 If I change xSpeed = spaceX; 如果我改变xSpeed = spaceX; ySpeed = spaceY; ySpeed = spaceY;

The object moves to the position but I do not want it to go there instantly 物体移动到该位置,但我不希望它立即移动到该位置

Complete Code: 完整的代码:

public class Sprite
{
private boolean walking = true;
private int actionWalk = 0;
private Random rnd;
private int checkIfAction;
private int nextAction = 0;
static final private int BMP_COLUMNS = 4;
static final private int BMP_ROWS = 4;
private int[] DIRECTION_TO_SPRITE_SHEET = { 1, 0, 3, 2 };
public int x=-1;
private int y=-1;
public int xSpeed;
private int ySpeed;
private int width;
private int height;
private int bottomSpace;
private Bitmap bmp;
private GameView theGameView;
private int currentFrame=0;
private int x2, y2;
private boolean isTouched;
private int spaceX, spaceY;

D d

public Sprite(GameView theGameView, Bitmap bmp)
{
    this.theGameView = theGameView;
    this.bmp = bmp;
    this.width = bmp.getWidth() / BMP_COLUMNS;
    this.height = bmp.getHeight() / BMP_ROWS;
    rnd = new Random();
    xSpeed = 0;
    ySpeed = 0;
}

public void shareTouch(float xTouch, float yTouch)
{
    x2 = (int) xTouch;
    y2 = (int) yTouch;
    isTouched = true;
}
    private void gotoPos()
{
    spaceX = x2 - x;
    spaceY = y2 - y;
    if (Math.abs(spaceX) >= Math.abs(spaceY)) {
        xSpeed = Math.round(spaceX * (3/Math.abs(spaceX)));
        ySpeed = Math.round(spaceY * (3/Math.abs(spaceX)));
    }
    else {
        xSpeed = spaceX;
        ySpeed = spaceY;
    }
}

D d

private void bounceOff()
{
    bottomSpace = theGameView.getHeight() - y;
    if (x > theGameView.getWidth() - (width * theGameView.getDensity()) - xSpeed - bottomSpace / 2 || x + xSpeed < bottomSpace / 2)
    {
        xSpeed = -xSpeed;
    }
    x = x + xSpeed;
    if (y > theGameView.getHeight() - (height * theGameView.getDensity()) - ySpeed || y + ySpeed < theGameView.getHeight() / 2)
    {
        ySpeed = -ySpeed;
    }
    y = y + ySpeed;
    currentFrame = ++currentFrame % BMP_COLUMNS;
}

d d

public void onDraw(Canvas canvas)
{
    if (x == -1)
    {
        x = (theGameView.getWidth() / 2);
        y = (theGameView.getHeight() / 2 + theGameView.getHeight() / 4);
    }
    if (isTouched == true)
    {
        gotoPos();
    }
    /*      if (nextAction == 100)
     {
     action();
     nextAction = 0;
     }
     nextAction += 1;*/
    bounceOff();
    int sourceX, sourceY;
    if (walking == true)
    {
        sourceX = currentFrame * width; 
    }
    else
    {
        sourceX = 0;
    }
    sourceY = getAnimationRow() * height;
    Rect source = new Rect(sourceX, sourceY, sourceX + width, sourceY + height);
    Rect destine = new Rect(x, y, (int) (x + (width * theGameView.getDensity())), (int) (y + (height * theGameView.getDensity())));
    canvas.drawBitmap(bmp, source, destine, null);
}

d d

private int getAnimationRow()
{
    double directionDouble = (Math.atan2(xSpeed, ySpeed) / (Math.PI / 2) + 2);
    int spriteDir = (int) Math.round(directionDouble) % BMP_ROWS;
    return DIRECTION_TO_SPRITE_SHEET[spriteDir];
}

} }

Simple problem: you use integer arithmetic and don't understand this: 一个简单的问题:您使用整数算术,但对此不理解:

spaceX * (3/Math.abs(spaceX))

The result will be 0 in nearly all cases as 3/x with x > 3 is 0 all the time. 其结果将是0在几乎所有情况下为3/xx > 30的所有时间。

To make your program working use either floating point arithmetic or rewrite your formulas to work as expected. 要使程序正常运行,请使用浮点算术或重写公式以使其按预期工作。

To use floating point arithetic you have to change to 要使用浮点运算,您必须更改为

spaceX * (3.0/Math.abs(spaceX))

assuming that you variable spaceX is also floating point. 假设您的变量spaceX也是浮点数。

Also you can use 你也可以用

(spaceX * 3) / Math.abs(spaceX)

if you want to stay with integers (what I suppose). 如果您想保留整数(我想)。

Given points a Vector2d(x, y) and b Vector2d(x2, y2)- 给定的Vector2D(X,Y)和B的Vector2D(X2,Y2) -

Create a vector V from a to b by subtracting b from a as you did. 通过减去B中你没有创建一个矢量VB。 Normalize vector V into a unit vector and multiply it with the distance you want. 将向量V归一化为单位向量,然后将其乘以所需的距离。 Then add the resulting vector to point a . 然后将结果向量相加指向a

On update: 更新时:

a.add(b.subtract(a).norm().multiply(d));

Depending on your vector implementation, modify properly the above pseudo code. 根据您的矢量实现,正​​确修改上面的伪代码。

There is a logical fallacy in your code: what if Math.abs(spaceX) < Math.abs(spaceY)) ? 您的代码中存在逻辑上的谬误:如果Math.abs(spaceX) < Math.abs(spaceY))怎么办? Then your object would not move at all. 这样,您的对象将根本不会移动。

What you calculate, 'x-distance / y-distance', is usually considered angle, not speed. 您所计算的“ x距离/ y距离”通常被认为是角度,而不是速度。 Speed is 'distance / time'. 速度是“距离/时间”。 You can calculate the distance, and you should decide on a reasonable speed for your object. 您可以计算距离,并且应该确定对象的合理速度。 Since you know your fps -- 20 --, you can then calculate how many pixels your object needs to move in each frame. 由于您知道fps-20-,因此可以计算出对象在每一帧中需要移动多少像素。

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