@ GoneUp的答案是在正确的方向。在处理您有一个名为PVector类,它提供了一个距离的方法,以及:dist()
PVector towerPos = new PVector(100, 100);
PVector enemyPos = new PVector(300, 300);
float towerAttackRadius = 200;
void setup() {
size(400, 400);
rectMode(CENTER);
strokeWeight(3);
}
void draw() {
background(255);
//draw tower
noFill();
//check range
if(towerPos.dist(enemyPos) < towerAttackRadius){
//tower engaged, draw in green
stroke(0,192,0);
}else{
//tower in idle mode, draw in blue
stroke(0, 0, 192);
}
//visualise tower attack radius
//(towerAttackRadius * 2 -> radius * 2 = diameter (width/height))
ellipse(towerPos.x, towerPos.y, towerAttackRadius * 2, towerAttackRadius * 2);
//visualise tower
rect(towerPos.x, towerPos.y, 30, 30);
//draw enemy
stroke(192, 0, 0);
rect(enemyPos.x, enemyPos.y, 10, 10);
//instructions
fill(0);
text("click and drag to move enemy",10,15);
}
void mouseDragged() {
enemyPos.set(mouseX, mouseY);
}
我热烈推荐丹尼尔Shiffman的Nature of Code chapter on Vectors。 这是一种线性代数,但它非常有用,特别是对于那些值得早期掌握的游戏。
例如,要拍摄子弹,您需要锻炼朝向。 你可以通过使用矢量减法来做到这一点。
另外,您可能想要控制子弹在屏幕上向该方向移动的速度。这也可以通过归一化向量做:保持它的方向,但减少它的大小为1.0:
那之后很容易扩展(乘)矢量到任何你想要的大小。
如果你知道塔的位置,你只需要添加这个缩放速度来计算每一帧应该绘制的子弹的位置。
PVector已经有一个功能:setMag()。 (设置mag是设置的幅度(或向量长度)的缩写)
它还提供了一个便于锻炼角度的功能。
这里是概念的基本证明:
PVector towerPos = new PVector(100, 100);
PVector enemyPos = new PVector(300, 300);
float towerAttackRadius = 300;
ArrayList<Bullet> bullets = new ArrayList<Bullet>();
void setup() {
size(400, 400);
rectMode(CENTER);
strokeWeight(3);
}
void draw() {
background(255);
//check if an enemy is within range using dist()
//if the distance is smaller than the radius, attack!
if(towerPos.dist(enemyPos) < towerAttackRadius){
//hacky frame based counter: please use a millis() based timer instead
//shoot every 30 frames
if(frameCount % 30 == 0){
shoot();
}
}
//update bullets
for(Bullet b : bullets) {
b.update();
}
//draw tower
noFill();
stroke(0, 0, 192);
//visualise tower attack radius
//(towerAttackRadius * 2 -> radius * 2 = diameter (width/height))
ellipse(towerPos.x, towerPos.y, towerAttackRadius * 2, towerAttackRadius * 2);
//visualise tower
rect(towerPos.x, towerPos.y, 30, 30);
//draw enemy
stroke(192, 0, 0);
rect(enemyPos.x, enemyPos.y, 10, 10);
//instructions
fill(0);
text("click and drag to move enemy",10,15);
}
void mouseDragged() {
enemyPos.set(mouseX, mouseY);
}
void shoot(){
//make a new Bullet pointing from the tower to the enemy
Bullet b = new Bullet(towerPos.x,towerPos.y,enemyPos.x,enemyPos.y);
//add it to the list of bullets (for updates)
bullets.add(b);
println(b);
}
class Bullet {
//where does the bullet shoot from (and it's current position)
PVector position = new PVector();
//where does the bullet shooting towards
PVector target = new PVector();
//how fast does the bullet move on screen
float speed = 1.2;
//how large goes the bullet appear on screen
float size = 10;
//bullet velocity
PVector velocity;
Bullet(float startX,float startY, float endX, float endY) {
position.set(startX,startY);
target.set(endX,endY);
//compute the difference vector (start to end) = direction
velocity = PVector.sub(target,position);
//normalize the vector = same direction but magnitude of 1 -> makes it easy to scale
//velocity.normalize();
//scale by the speed to move on screen)
//normalize + multiple = resize the vector -> same direction, different length
//velocity.mult(speed);
//or do both normalize and multiple using setMag()
velocity.setMag(speed);
}
void update() {
//update position based on velocity (simply add velocity to current position)
position.add(velocity);
//render
//compute rotation angle from velocity (implementation is 2D only btw)
float angle = velocity.heading();
pushMatrix();
translate(position.x,position.y);
rotate(angle);
stroke(0);
line(0,0,size,0);
popMatrix();
}
String toString(){
return position+"->"+target;
}
}
实际上,你可以用预览波纹管玩:
var towerPos,enemyPos;
var towerAttackRadius = 300;
var bullets = [];
function setup() {
createCanvas(400, 400);
rectMode(CENTER);
strokeWeight(3);
towerPos = createVector(100, 100);
enemyPos = createVector(300, 300);
}
function draw() {
background(255);
//check if an enemy is within range using dist()
//if the distance is smaller than the radius, attack!
if(towerPos.dist(enemyPos) < towerAttackRadius){
//hacky frame based counter: please use a millis() based timer instead
//shoot every 30 frames
if(frameCount % 30 === 0){
shoot();
}
}
//update bullets
for(var i = 0; i < bullets.length; i++) {
bullets[i].update();
}
//draw tower
noFill();
stroke(0, 0, 192);
//visualise tower attack radius
//(towerAttackRadius * 2 -> radius * 2 = diameter (width/height))
ellipse(towerPos.x, towerPos.y, towerAttackRadius * 2, towerAttackRadius * 2);
//visualise tower
rect(towerPos.x, towerPos.y, 30, 30);
//draw enemy
stroke(192, 0, 0);
rect(enemyPos.x, enemyPos.y, 10, 10);
//instructions
noStroke();
fill(0);
text("click and drag to move enemy",10,15);
}
function mouseDragged() {
enemyPos.set(mouseX, mouseY);
}
function shoot(){
//make a new Bullet pointing from the tower to the enemy
var b = new Bullet(towerPos.x,towerPos.y,enemyPos.x,enemyPos.y);
//add it to the list of bullets (for updates)
bullets.push(b);
}
function Bullet(startX,startY,endX,endY) {
//where does the bullet shoot from (and it's current position)
this.position = createVector(startX,startY);
//where does the bullet shooting towards
this.target = createVector(endX,endY);
//how fast does the bullet move on screen
this.speed = 1.2;
//how large goes the bullet appear on screen
this.size = 10;
//compute the difference vector (start to end) = direction
this.velocity = p5.Vector.sub(this.target,this.position);
//normalize the vector = same direction but magnitude of 1 -> makes it easy to scale
this.velocity.normalize();
//scale by the speed to move on screen)
//normalize + multiple = resize the vector -> same direction, different length
this.velocity.mult(this.speed);
this.update = function() {
//update position based on velocity (simply add velocity to current position)
this.position.add(this.velocity);
//render
//compute rotation angle from velocity (implementation is 2D only btw)
var angle = this.velocity.heading();
push();
translate(this.position.x,this.position.y);
rotate(angle);
stroke(0);
line(0,0,this.size,0);
pop();
}
}
//http://stackoverflow.com/questions/39698472/processing-tower-defence-game-towers-attacking-enemies
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.5.3/p5.min.js"></script>
有PVectors乐趣!:) 一个重要的注意: 上述代码是一个概念的证明,并没有优化。 从长远来看,塔和敌人会减速。 一旦你获得了数学/代码的权利,你就可以开始做了一些改进:
- 管理子弹/实例(例如重复使用的子弹是关闭屏幕 ,而不是创建新实例的所有时间)
- 改为使用平方距离magSq()而不是平方半径来加速计算
我不完全明白你的要求。你很可能有一个塔和一个蠕变的x和y位置。所以你首先需要计算距离。这很简单:'''xd = x2-x1,yd = y2-y1,dist = sqrt(xd * xd + yd * yd)'''接下来你需要一个更新循环,它涉及范围或从中走出。如果是这样,塔可能会或可能不会开枪。 –
我正在考虑制作一个方法,并将其放入以60fps运行的绘图类中,并且该方法中有if语句 – Michael