游戏中的向量几何

向量几何在游戏编程中的使用:https://blog.csdn.net/gaojinjingg/article/details/53159187

游戏制作中常用的数据结构与算法:https://blog.csdn.net/Loving_Forever_/article/details/52419198

随机、追踪、闪避算法:http://www.cnblogs.com/ccsccs/articles/4137725.html

 

追踪算法:

function(targetPosition){

    // 让物体朝目标移动的速率
    let speed = 4;

    // 当前对象和目标相撞的最短距离
    let minDistance = 100;

    //求两点的差值向量(两点的座标相减)
    let vectorX = targetPosition.x - this.x;
    let vectorY = targetPosition.y - this.y;

    // 求当前对象和目标两点间的距离
    let distance = Math.sqrt(vectorX * vectorX + vectorY * vectorY);

    //判断是否相撞
    if(distance <= minDistance){
        return true;
    }

    // 记录当前对象x和y座标
    let oldX = this.x;
    let oldY  = this.y;

    // 求两点的差值的单位向量
    let singleVectorX = vectorX / distance;
    let singleVectorY = vectorY / distance;

    // 设置当前对象运动后的x和y座标
    this.x += speed * singleVectorX;
    this.y += speed * singleVectorY;

    // 旋转相应的角度
    let deltaRotation= 90 - Math.atan2(this.y - oldY, this.x - oldX) * 180 / Math.PI;
    this.rotation = deltaRotation;

    //返回不相撞
    return false;
}

 

 

 

 

    原文作者:算法
    原文地址: https://www.twblogs.net/a/5bde29c42b717720b51b8ce2
    本文转自网络文章,转载此文章仅为分享知识,如有侵权,请联系博主进行删除。
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