就是那個子彈能跟蹤玩家一段時間或一段距離后,直線離開。誰有相關演算法,或者網頁鏈接也行,最好是creator的,謝謝了,各位大神!
uj5u.com熱心網友回復:
//跟蹤彈的實作(DX C++)void CBullet::followMove(float dt)
{
//把子彈的歐拉角限制在0-2PI之間
if (m_vRotate.z > D3DX_PI * 2)
m_vRotate.z -= D3DX_PI * 2;
if (m_vRotate.z < 0)
m_vRotate.z += D3DX_PI * 2;
//求出目標角度
float targetAngle = atan(-(m_vPos.x-mTargetPos.x) / (m_vPos.y-mTargetPos.y));
if (m_vPos.y - mTargetPos.y < 0)
targetAngle += D3DX_PI;
//將目標角度限制在0-2pi
if (targetAngle < 0) targetAngle += D3DX_PI * 2;
//計算向小角度的方向轉
float f = fabs(targetAngle - m_vRotate.z);
if (f < D3DX_PI) {
if (targetAngle > m_vRotate.z)
m_vRotate.z += mAngleSpeed*dt;
else
m_vRotate.z -= mAngleSpeed*dt;
}
else {
if (targetAngle > m_vRotate.z)
m_vRotate.z -= mAngleSpeed*dt;
else
m_vRotate.z += mAngleSpeed*dt;
}
D3DXVECTOR3 v = { 0, -1, 0 };//正方向
D3DXMATRIX rotateX;//歐拉角旋轉
D3DXMatrixRotationX(&rotateX, m_vRotate.x);
D3DXMATRIX rotateY;
D3DXMatrixRotationY(&rotateY, m_vRotate.y);
D3DXMATRIX rotateZ;
D3DXMatrixRotationZ(&rotateZ, m_vRotate.z);
D3DXMATRIX mat = rotateY*rotateX*rotateZ;
D3DXVec3TransformCoord(&v, &v, &mat);
D3DXVec3Normalize(&v, &v);
m_vPos += v*mMoveSpeed*dt;
}
轉載請註明出處,本文鏈接:https://www.uj5u.com/qita/48999.html
標籤:Cocos2d-x
