敌人的旋转非常奇怪
我有这个问题:有一个敌人轮流到我的玩家。当与我的玩家一起“绕行”敌人时,我可以看到敌人正在向我的玩家旋转。
然后敌人突然转了个360度,再次面向我的玩家。我不知道为什么它会进行这种奇怪的 360 度转弯,但每次我绕敌人几秒钟时都会发生这种情况。我不知道问题可能出在哪里。
tempEnemy.dX = tempEnemy.x - player.x;
tempEnemy.dY = tempEnemy.y - player.y;
tempEnemy.rotateTo = toDegrees(getRadians(tempEnemy.dX, tempEnemy.dY));
if(tempEnemy.frame < 0) tempEnemy.frame += 360;
if(tempEnemy.frame > 359) tempEnemy.frame -= 360;
tempEnemy.trueRotation = int((tempEnemy.rotateTo - tempEnemy.frame) / tempEnemy.rotateSpeed);
tempEnemy.vX += (player.x - tempEnemy.x) / tempEnemy._speed;
tempEnemy.vY += (player.y - tempEnemy.y) / tempEnemy._speed;
tempEnemy.vX *= tempEnemy.decay;
tempEnemy.vY *= tempEnemy.decay;
更新:
private function toDegrees(radians:Number):Number
{
var degrees:Number = Math.floor(radians * 180 / Math.PI);
//trace (degrees);
return degrees;
}
private function getRadians(deltaX:Number, deltaY:Number):Number
{
var radian:Number = Math.atan2(deltaY, deltaX);
if (deltaY < 0)
{
radian += (2 * Math.PI);
}
return(radian);
}
I have this problem: there is this enemy which rotates to my player. While "orbiting" the enemy with my player I can see that the enemy is rotating towards my player.
And then the enemy suddenly turns around 360 degrees and facing to my player again. I don't know why it does this strange 360 degree turn but it happens every time when I orbit the enemy for a few seconds. I don't know where the problem might be.
tempEnemy.dX = tempEnemy.x - player.x;
tempEnemy.dY = tempEnemy.y - player.y;
tempEnemy.rotateTo = toDegrees(getRadians(tempEnemy.dX, tempEnemy.dY));
if(tempEnemy.frame < 0) tempEnemy.frame += 360;
if(tempEnemy.frame > 359) tempEnemy.frame -= 360;
tempEnemy.trueRotation = int((tempEnemy.rotateTo - tempEnemy.frame) / tempEnemy.rotateSpeed);
tempEnemy.vX += (player.x - tempEnemy.x) / tempEnemy._speed;
tempEnemy.vY += (player.y - tempEnemy.y) / tempEnemy._speed;
tempEnemy.vX *= tempEnemy.decay;
tempEnemy.vY *= tempEnemy.decay;
Update:
private function toDegrees(radians:Number):Number
{
var degrees:Number = Math.floor(radians * 180 / Math.PI);
//trace (degrees);
return degrees;
}
private function getRadians(deltaX:Number, deltaY:Number):Number
{
var radian:Number = Math.atan2(deltaY, deltaX);
if (deltaY < 0)
{
radian += (2 * Math.PI);
}
return(radian);
}
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如果没有看到 getRadians 函数,也许您正在通过 360° 计算反射角?
也许是这样的:
用敌人显示对象设计的静止角度补偿
度
。Without seeing your getRadians function, perhaps you're passing 360° calculating a reflex angle?
Maybe something like:
Compensate
degrees
with the resting angle of your enemy display object design.听起来您已经使用了时间线补间。使用补间代码,或者获取我在此处使用的补间 http://flexdiary.blogspot.com/2010/04/sample-code-for-oop-timeline-insideria.html。我不记得我到底做了什么来使时间线补间完整循环,而不是在重新启动之前扭转回来,但您应该能够导出并重用补间。
如果您想使用补间代码,可以使用 Flash 内置的补间类或使用 Tweensy 等库。
It sounds like you've used a timeline tween. Either use a code tween, or grab the tween I used here http://flexdiary.blogspot.com/2010/04/sample-code-for-oop-timeline-insideria.html. I don't remember what exactly I did to make the timeline tween go full circle, rather than twisting back before restarting, but you should be able to export and reuse the tween.
If you want to use a code tween, you can either use Flash's built in tween classes or use a library like Tweensy.