如何保持不同角度的相同速度

时间:2015-03-17 20:17:54

标签: phaser-framework

我正在学习Phaser的游戏编程,目前我正在构建一个简单的突破游戏。

当球击中球拍时,我使用以下代码来确定球的新x速度:

if (ball.x < paddle.x)
{
    //  Ball is on the left-hand side of the paddle
    diff = paddle.x - ball.x;
    ball.body.velocity.x = (-10 * diff);
}
else if (ball.x > paddle.x)
{
    //  Ball is on the right-hand side of the paddle
    diff = ball.x -paddle.x;
    ball.body.velocity.x = (10 * diff);
}
else
{
    //  Ball is perfectly in the middle
    //  Add a little random X to stop it bouncing straight up!
    ball.body.velocity.x = 2 + Math.random() * 8;
}

这段代码最初是我从stackoverflow中得到的,虽然我不记得我害怕哪个帖子。 这样做的问题是,当球以一定角度向左或向右移动时,它在屏幕上看起来比直线向上更快。角度越明显,它出现的速度越快。

有谁知道如何解决这个问题?

此致 Crouz

1 个答案:

答案 0 :(得分:0)

球的速度由水平(x)速度和垂直(y)速度的组合给出,由Pythagoras' theorem给出:

  

z 2 = x 2 + y 2

总体速度为z

如果您在不减少x的情况下增加y,则整体speed也会增加。

如果您希望速度保持不变,则还需要调整y。示例伪代码:

speed = sqrt(x^2 + y^2)
x = 2 + random()*8
y = sqrt(speed^2 - x^2)

您可以在进行任何调整之前计算speed,然后再调整y,将其合并到您的代码中:

// Calculate overall speed
var speed = Math.sqrt(
    Math.pow(ball.body.velocity.x, 2) + 
    Math.pow(ball.body.velocity.y, 2)
);

if (ball.x < paddle.x)
{
    //  Ball is on the left-hand side of the paddle
    diff = paddle.x - ball.x;
    ball.body.velocity.x = (-10 * diff);
}
else if (ball.x > paddle.x)
{
    //  Ball is on the right-hand side of the paddle
    diff = ball.x -paddle.x;
    ball.body.velocity.x = (10 * diff);
}
else
{
    //  Ball is perfectly in the middle
    //  Add a little random X to stop it bouncing straight up!
    ball.body.velocity.x = 2 + Math.random() * 8;
}

// Adjust y to maintain same overall speed
ball.body.velocity.y = Math.sqrt(
    Math.pow(speed, 2) -
    Math.pow(ball.body.velocity.x, 2)
);

这将始终产生正y,因此您可能需要根据您希望它移动的方向(向上或向下)来否定它。

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