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关于在 2D 游戏中编写重力代码的问题

[英]Question about writing gravity code in a 2D game

I'm a beginner and following a tutorial to code flappy bird in android studio.我是一名初学者,正在学习在 android studio 中编写飞扬的小鸟的教程。 I have 2 questions about the code below.我对下面的代码有两个问题。 The first frame the bird falls 10 pixels(=GRAVITY).鸟落下的第一帧 10 像素(=重力)。 Then the amount of frames is multiplied with the 10 pixels each frame so he falls faster each frame.然后将帧数与每帧 10 个像素相乘,因此他每帧下降得更快。 But what's the use of velocity.scl(1/dt)?但是velocity.scl(1/dt)有什么用呢? It's also possible I understand something wrong?也有可能我理解错了? And why does the falling look smooth?为什么下降看起来很顺利? I would expect it looked more jarring because the bird moves a lot of pixels each frame.我希望它看起来更刺耳,因为鸟每帧移动很多像素。

    if(position.y>0){
        velocity.add(0, GRAVITY, 0); // bird falls 15 pixels above ground
    }

    velocity.scl(dt); //multiply gravity with dt (frame) -> gravity gets larger
    position.add(0, velocity.y, 0);

    if(position.y<0){
        position.y=0; // bird doesn't fall through ground
    }

    velocity.scl(1/dt); // what does this do

Full Bird class:全鸟类:

private static final int GRAVITY = -10;
private Vector3 position;
private Vector3 velocity;
private Texture bird;

public Bird(int x, int y){
    position = new Vector3(x,y,0);
    velocity=new Vector3(0,0,0);
    bird = new Texture("Flappy-midflap.png");
}

public void update(float dt){
    if(position.y>0){
        velocity.add(0, GRAVITY, 0); // bird falls 15 pixels above ground
    }

    velocity.scl(dt); //multiply gravity with dt (frame) -> gravity gets larger
    position.add(0, velocity.y, 0);

    if(position.y<0){
        position.y=0; // bird doesn't fall through ground
    }

    velocity.scl(1/dt); // what does this do
}

public void jump(){
    velocity.y = 250;
}

public Vector3 getPosition() {
    return position;
}

public Texture getTexture() {
    return bird;
}

First of all dt is the delta time rendering first and second frame's rendering time difference.首先 dt 是渲染第一帧和第二帧的渲染时间差的增量时间。 In 1 second this render method executes like 60 times(that means Frame Per Second).在 1 秒内,此渲染方法执行 60 次(即每秒帧数)。

Therefore you should multiply delta with your velocity to smooth movement.因此,您应该将 delta 乘以您的速度以平滑移动。 Example例子

First render loop:
Velocity-Y: 250px
dt: 0.018
Result: 4.5px

Second render loop:
Velocity-Y: 240px
dt: 0.025
Result: 4 px

In result this will become 
250 px in 1 second.

If you do not use scale this will become 
First Render Loop: 
Velocity-Y: 250px
dt: 0.018: 
Result: 250px

Second Render Loop:
Velocity-Y: 240px
dt: 0.025
Result: 240px

In result there will be 250 + 240 + .... 10 + 0 px for 1 second

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