В играх часто нужно осуществить передвижение из точки А в точку Б. Тем более для игр с видом "сверху". Вот лучшее решение что я нашел.
So let's say you start with these values:
So let's say you start with these values:
start
and end
mark the end points of the movement, speed
is how many pixels it should move by second, and elapsed
is the rate at which you'll update your object's position (some engines already provide that value for you):Vector2 start = new Vector2(x1, y2);
Vector2 end = new Vector2(x2, y2);
float speed = 100;
float elapsed = 0.01f;
The first thing you'll want to calculate is the distance between both
points, and a normalized vector containing the direction from start to
end. Also, you should "snap" the object position to the start
point. This step is done only once, at the beginning:float distance = Vector2.Distance(start, end);
Vector2 direction = Vector2.Normalize(end - start);
object.Position = start;
moving = true;
Then on your update method, you move the object by adding a multiplication of direction
, speed
and elapsed
to its position. After that, to check if the movement is over, you see
if the distance between the start point and the object's current
position is greater than the initial distance you calculated.
If that's true, we snap the object's position to the end point, and stop
moving the object:if(moving == true)
{
object.Position += direction * speed * elapsed;
if(Vector2.Distance(start, object.Position) >= distance)
{
object.Position = end;
moving = false;
}
}
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Единственное moving я не использую, а сравниваю текущую позицию с заданной целью.
Если они не равны, то двигаемся к цели.
Вот пример:
if (!currentPosition.equals(targetPosition)) { Vector2 newPosition = new Vector2(currentPosition).add(calculateVelocity(delta)); if (!checkBounds(newPosition)) { setTargetPosition(currentPosition); return; } setCurrentPosition(newPosition); if (currentPosition.dst(startPosition) >= distanceToTarget) setCurrentPosition(targetPosition); }