@ GoneUp的答案是在正確的方向。在處理您有一個名爲PVector類,它提供了一個距離的方法,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);
}
我熱烈推薦丹尼爾Shiffman的Nature of Code chapter on Vectors。 這是一種線性代數,但它非常有用,特別是對於那些值得早期掌握的遊戲。
例如,要拍攝子彈,您需要鍛鍊朝向。 你可以通過使用矢量減法來做到這一點。
另外,您可能想要控制子彈在屏幕上向該方向移動的速度。這也可以通過歸一化向量做:保持它的方向,但減少它的大小爲1.0:
那之後很容易擴展(乘)矢量到任何你想要的大小。
如果你知道塔的位置,你只需要添加這個縮放速度來計算每一幀應該繪製的子彈的位置。
PVector已經有一個功能:setMag()。 (設置mag是設置的幅度(或向量長度)的縮寫)
它還提供了一個便於鍛鍊角度的功能。
這裏是概念的基本證明:
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;
}
}
實際上,你可以用預覽波紋管玩:
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樂趣!:) 一個重要的注意: 上述代碼是一個概念的證明,並沒有優化。 從長遠來看,塔和敵人會減速。 一旦你獲得了數學/代碼的權利,你就可以開始做了一些改進:
- 管理子彈/實例(例如重複使用的子彈是關閉屏幕 ,而不是創建新實例的所有時間)
- 改爲使用平方距離magSq()而不是平方半徑來加速計算
我不完全明白你的要求。你很可能有一個塔和一個蠕變的x和y位置。所以你首先需要計算距離。這很簡單:'''xd = x2-x1,yd = y2-y1,dist = sqrt(xd * xd + yd * yd)'''接下來你需要一個更新循環,它涉及範圍或從中走出。如果是這樣,塔可能會或可能不會開槍。 –
我正在考慮製作一個方法,並將其放入以60fps運行的繪圖類中,並且該方法中有if語句 – Michael