[英]LibGDX - Delta time causes the sprite to act weird sometimes on curve move
所以我想出了當您有3個點時如何在曲線上移動某物的方法。 我將精靈移動成這樣的曲線:
以下代碼位於render方法中,該方法循環每個刻度。
if (ship.isMoving()){
// Normalized direction vector towards target
Vector2 dir = ship.getEndPoint().cpy().sub(ship.getLinearVector()).nor();
// Move towards target by adding direction vector multiplied by speed and delta time to linearVector
ship.getLinearVector().add(dir.scl(2 * Gdx.graphics.getDeltaTime()));
// calculate step based on progress towards target (0 -> 1)
float step = 1 - (ship.getEndPoint().dst(ship.getLinearVector()) / ship.getDistanceToEndPoint());
if (ship.getCurrentPerformingMove() != MoveType.FORWARD) {
// step on curve (0 -> 1), first bezier point, second bezier point, third bezier point, temporary vector for calculations
Bezier.quadratic(ship.getCurrentAnimationLocation(), step, ship.getStartPoint().cpy(),
ship.getInbetweenPoint().cpy(), ship.getEndPoint().cpy(), new Vector2());
}
else {
Bezier.quadratic(ship.getCurrentAnimationLocation(), step, ship.getStartPoint().cpy(),
new Vector2(ship.getStartPoint().x, ship.getEndPoint().y), ship.getEndPoint().cpy(), new Vector2());
}
// check if the step is reached to the end, and dispose the movement
if (step >= 0.99f) {
ship.setX(ship.getEndPoint().x);
ship.setY(ship.getEndPoint().y);
ship.setMoving(false);
System.out.println("ENDED MOVE AT "+ ship.getX() + " " + ship.getY());
}
else {
// process move
ship.setX(ship.getCurrentAnimationLocation().x);
ship.setY(ship.getCurrentAnimationLocation().y);
}
// tick rotation of the ship image
if (System.currentTimeMillis() - ship.getLastAnimationUpdate() >= Vessel.ROTATION_TICK_DELAY) {
ship.tickRotation();
}
}
當我執行此操作時,它有80%的時間運行順利,沒有問題,但是有時它會運行,並且在兩次移動之間(如果我先彎曲然后再彎曲)只是有些怪異的滯后,就像那里有些魚腥我不明白
我是否使用了錯誤的增量?
正如@ Tenfour04對您的問題發表評論。 可能是垃圾收集器啟動並產生了滯后。 不要在更新/渲染循環內創建新對象。
// instance variable tmp
private Vector2 tmp = new Vector2();
// dir is now a reference to tmp no new objects allocated
Vector2 dir = this.tmp.set(ship.getEndPoint()).sub(ship.getLinearVector()).nor();
// the same thing with Bezier.quadratic equation
// only the currentAnimationLocation and tmp will be modified in the method
Bezier.quadratic(
ship.getCurrentAnimationLocation(), step, ship.getStartPoint(),
ship.getInbetweenPoint(), ship.getEndPoint(), this.tmp
);
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