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)));
}
使用此代码,我想将对象移动到位置x2和y2。 x和y是对象的当前位置。 spaceX是对象与应该到达的x位置之间的空间。对于spaceY也是一样。
但是我不希望对象每次平移超过3个像素。
示例:对象位置:x = 35,y = 22
将其指向:x2 = 79,y2 = 46
它们之间的空间:spaceX = 79-35 = 44,spaceY = 46-22 = 24
spaceX大于spaceY,因此:
xSpeed = 44 *(3/44)= 3,ySpeed = 24 *(3/44)= 1.63 = 2
但这不是这样的。当我启动应用程序时,对象不会转到x2和y2。
如果我改变
xSpeed = spaceX;
ySpeed = spaceY;
物体移动到该位置,但我不希望它立即移动到该位置
完整代码:
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
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
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
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
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];
}
}
最佳答案
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))
几乎在所有情况下结果都是
0
,因为3/x
始终x > 3
始终是0
。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。
要使用浮点运算,您必须更改为
spaceX * (3.0/Math.abs(spaceX))
假设变量
spaceX
也是浮点数。你也可以用
(spaceX * 3) / Math.abs(spaceX)
如果您想保留整数(我想)。