问题描述
我目前有两个可以通过导航键播放的对象,另一个可以通过wasd播放.关键是要获得第三个对象并得分,然后在捕获到新的pos之后将其随机分配,这是可行的.
What I have currently is two objects that can be played though nav keys and the other one with wasd. The point is to get the 3rd object and score a point, and it randoms a new pos after catching it, which works.
现在...我希望npc2不再受人类控制,并创建一种方法使其可以自行向计分对象移动.我应该怎么做才能做到这一点?我是C#的新手:)
Now... I want the npc2 to not longer be controlled by human, and create a method for it to move on its own TOWARDS the scoring object. How would I possibly do to achieve this? Im new to c# :)
FORM.cs以下
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Windows.Forms;
namespace SPEL
{
public partial class Form1 : Form
{
npc npc1 = new npc();
npc npc2 = new npc();
sten ste1 = new sten();
int poang1 = 0;
int poang2 = 0;
private _keyControl cc = new _keyControl();
public Form1()
{
SetStyle(ControlStyles.UserPaint, true);
SetStyle(ControlStyles.AllPaintingInWmPaint, true);
SetStyle(ControlStyles.OptimizedDoubleBuffer, true);
InitializeComponent();
// Hantera tangentbordet
#region captute evenents
this.KeyDown += new System.Windows.Forms.KeyEventHandler(cc.addKey);
this.KeyUp += new System.Windows.Forms.KeyEventHandler(cc.delKey);
#endregion
}
private void Form1_Load(object sender, EventArgs e)
{
}
private void Form1_Paint(object sender, PaintEventArgs e)
{
npc1.Rita(e.Graphics);
npc2.Rita(e.Graphics);
ste1.Draw(e.Graphics);
}
private void Form1_KeyDown(object sender, KeyEventArgs e)
{
//MessageBox.Show(e.KeyData.ToString());
}
private void timer1_Tick(object sender, EventArgs e)
{
//spelare 1
this.Text = cc.keyStr;
if (cc.getKey("Right"))
{
npc1.Flytta("Right");
this.Invalidate();
}
if (cc.getKey("Left"))
{
npc1.Flytta("Left");
this.Invalidate();
}
if (cc.getKey("Up"))
{
npc1.Flytta("Up");
this.Invalidate();
}
if (cc.getKey("Down"))
{
npc1.Flytta("Down");
this.Invalidate();
}
//Spelare 2
if (cc.getKey("D"))
{
npc2.Flytta("Right");
this.Invalidate();
}
if (cc.getKey("A"))
{
npc2.Flytta("Left");
this.Invalidate();
}
if (cc.getKey("W"))
{
npc2.Flytta("Up");
this.Invalidate();
}
if (cc.getKey("S"))
{
npc2.Flytta("Down");
this.Invalidate();
}
if (npc1.checkkoll().IntersectsWith(ste1.checkkoll()))
{
poang1++;
ste1.randomxy(this.Width -30, this.Height -30);
}
if (npc2.checkkoll().IntersectsWith(ste1.checkkoll()))
{
poang2++;
ste1.randomxy(this.Width -30, this.Height -30);
}
}
private void timer2_Tick(object sender, EventArgs e)
{
if (this.BackColor == Color.Red)
this.BackColor = Color.Blue;
else
this.BackColor = Color.Red;
}
private void flytta_Tick(object sender, EventArgs e)
{
}
}
}
}
这是我的运动课
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Drawing;
namespace SPEL
{
class npc
{
private Bitmap strid;
private Point pt;
public npc()
{
strid = new Bitmap("hej.gif");
pt.X = 20;
pt.Y = 20;
}
public void Rita(Graphics f)
{
Rectangle re = new Rectangle(pt.X, pt.Y, strid.Width, strid.Height);
f.DrawImage(strid, re);
}
public Rectangle checkkoll()
{
Rectangle re = new Rectangle(pt.X, pt.Y, strid.Width, strid.Height);
return re;
}
public void Flytta(string dir)
{
if (dir == "Left")
{
pt.X = pt.X - 2;
}
if (dir == "Right")
{
pt.X = pt.X + 2;
}
if (dir == "Up")
{
pt.Y = pt.Y - 2;
}
if (dir == "Down")
{
pt.Y = pt.Y + 2;
}
}
}
}
我确实知道有很多要求,但是如果您能帮助我,我将不胜感激!
I do understand that it's much to ask for, but i'd be more than thankful if you could help me!
推荐答案
尝试类似的方法
public void FlyttaMot(int x, int y, float speed)
{
float tx = x - pt.X;
float ty = y - pt.Y;
float length = Math.Sqrt(tx*tx + ty*ty);
if (length > speed)
{
// move towards the goal
pt.X = (int)(pt.X + speed* tx/length);
pt.Y = (int)(pt.Y + speed* ty/length);
}
else
{
// already there
pt.X = x;
pt.Y = y;
}
}
例如,从Form.cs
中的计时器刻度代码中调用它.
Call it from your timer tick code in Form.cs
like this for example.
npc2.FlyttaMot(200, 200, 0.5f);
我基于线性代数.例如,看看此视频. (tx,ty)
是npc应该沿着的方向.用向量的长度除以得到长度为1的向量.我将其与速度参数相乘,以便您可以调整npc的速度.
I based this on linear algebra. Take a look at this video for example. The (tx,ty)
is the vector in which direction the npc should go. Dividing with the length of the vector gives us a vector of length 1. I multiply this with a speed parameter so you can adjust the speed of the npc.
这篇关于使一个对象移向另一个对象位置的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持!