在此程序中,当鼠标位于另一侧时,矩形将阻止球。当球和鼠标位于相邻侧时,球应从角部滚落。问题是这不会发生,球被卡在角落。这是完整的程序:
PVector p = new PVector(100, 100); //position
PVector v = new PVector(0, 0); // velocity
void setup()
{
size(600, 600);
frameRate(120);
}
void draw()
{
background(0);
rect(250, 250, 200, 100);
ellipse(p.x, p.y, 20, 20);
v.setMag(2.5);
p.add(v);
if (p.x + 10 >= 250 && p.x - 10 <= 450 && p.y + 10 >= 250 && p.y - 10 <= 350) // ball is inside box
{
if (p.y <= 250 || p.y >= 350) // ball came from above
{
v.y = -v.y;
}
if (p.x <= 250 || p.x >= 450) // ball came from sides
{
v.x = -v.x;
}
}
else // move ball
{
PVector dir = new PVector(mouseX, mouseY);
v = PVector.sub(dir, p);
}
}
我试图通过检查是否已击中一个角但球仍卡在角上来解决此问题。
PVector p = new PVector(100, 100); // Pisition
PVector v = new PVector(0, 0); // Velocity
void setup()
{
size(600, 600);
frameRate(120);
}
void draw()
{
background(0);
rect(250, 250, 200, 100);
ellipse(p.x, p.y, 20, 20);
v.setMag(2.5);
p.add(v);
if (dist(p.x, p.y, 250, 250)<10) // corner has been hit
{
p = new PVector(239, 239); // move ball away from corner
}
else if (dist(p.x, p.y, 450, 250)<10)
{
p = new PVector(461, 239);
}
else if (dist(p.x, p.y, 450, 350)<10)
{
p = new PVector(461, 361);
}
else if (dist(p.x, p.y, 250, 350)<10)
{
p = new PVector(239, 361);
}
else if (p.x + 10 >= 250 && p.x - 10 <= 450 && p.y + 10 >= 250 && p.y - 10 <= 350) // ball is inside box
{
if (p.y <= 250 || p.y >= 350) // ball came from above
{
v.y = -v.y;
}
if (p.x <= 250 || p.x >= 450) // ball came from sides
{
v.x = -v.x;
}
}
else // move ball towards mouse
{
PVector dir = new PVector(mouseX, mouseY);
v = PVector.sub(dir, p);
}
}
有没有一种方法可以使球平稳地滑出转角?任何帮助表示赞赏。谢谢。
最佳答案
我已修改您的草图以解决您的问题。诀窍是在每个角上添加一个小间隙,以使球可以越过直角。
PVector p = new PVector(100, 100); //Position
PVector v = new PVector(0, 0); //Velocity
PVector dir; //Direction
int sizeX = 600, sizeY = 600; //Window size
int rectX = 250, rectY = 250; //Rectangle position
int rectW = 200, rectH = 100; //Rectangle size
int ballR = 10; //Ball radius
int gap = 2; //Corner gap
void setup(){
size(sizeX, sizeY);
frameRate(120);
}
void draw(){
background(0);
rect(rectX, rectY, rectW, rectH);
dir = new PVector(mouseX, mouseY);
v = PVector.sub(dir, p);
if((v.x>0 && p.x+ballR > rectX && p.x+ballR < rectX + rectW &&
p.y+ballR > rectY + gap && p.y-ballR < rectY + rectH - gap)
||(v.x<0 && p.x-ballR < rectX + rectW && p.x-ballR > rectX &&
p.y+ballR > rectY + gap && p.y-ballR < rectY + rectH - gap)){
v.x = -v.x;
}
if((v.y>0 && p.y+ballR > rectY && p.y+ballR < rectY + rectH &&
p.x+ballR > rectX + gap && p.x-ballR < rectX + rectW - gap)
||(v.y<0 && p.y-ballR < rectY + rectH && p.y-ballR > rectY &&
p.x+ballR > rectX + gap && p.x-ballR < rectX + rectW - gap)){
v.y = -v.y;
}
v.setMag(2.5);
p.add(v);
ellipse(p.x, p.y, 2*ballR, 2*ballR);
}