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使物体在真实重力的作用下跳一次 Download

    一个函数无限次重复而不是一次 在使用PVectors处理中跳现实

我希望我的对象(此时为矩形)跳跃一次,以在上升过程中失去速度。当它快要停止时,我希望它转回去并在下降的过程中提高速度。当它再次撞到地面时,它应该停止。当我再次按下该键时,它应该再次执行相同的操作。


我尝试编写的代码实现了一个变量float gravity = 0.75;和一个跟踪速度float speed = 10;的变量


当速度大于1时,应将速度乘以矩形的Y坐标,然后再降低速度,因为我将其乘以小于1的重力

else if (keyCode == UP|| key == 'w') {
    while (speed >1 ) { 
      playerYPosition = playerYPosition-speed;
      speed = speed * gravity;
    }

引力大于1但为负,因此我在下一级求和的数字加起来而矩形变小。为了获得速度,速度乘以重力。

    gravity = -1.25;
    speed = speed * gravity;
    playerYPosition = playerYPosition-speed;

现在速度应该约为-1.2 ...,因此它小于-1,因此while(...)应该可以工作。同样,它应该随着时间的流逝而提高速度,直到达到起始速度为止,只是负值并以此为起点。

while (speed < -1 && speed > -10) {
      playerYPosition = playerYPosition-speed;
      speed = speed * gravity;

然后重力应再次达到0.75,速度应达到10。

gravity = 0.75;
speed = 10;

因此,矩形不是不断地跳(我认为)10像素,仅此而已。

这是整个代码块,以供重新读取:
float gravity = 0.75;
float speed = 10;

else if (keyCode == UP|| key == 'w') {
    while (speed >1 ) { 
      playerYPosition = playerYPosition-speed;
      speed = speed * gravity;
    }
    gravity = -1.25;
    speed = speed * gravity;
    playerYPosition = playerYPosition-speed;

    while (speed < -1 && speed > -10) {
      playerYPosition = playerYPosition-speed;
      speed = speed * gravity;
    }
    gravity = 0.75;
    speed = 10;

1 个答案:

答案 0 :(得分:1)

如果使用while循环来计算Y位置,则将无法可视化跳转模拟,因为所有数学运算都将在单个帧中进行计算。 要进行基于物理的跳跃模拟,您将需要有一个代表地面的变量(这是您的初始Y变量),而且,一旦玩家单击,就需要将速度变量赋予全速,然后每帧减小它检查您是否还没有到达地面的每一帧时的重力大小。 这是我写的一个示例,用来证明我尝试保留您的变量名:

final float gravity = 0.5; 
final float jmp_speed = 10; //the speed which the square is going to jump
float speed = 0; //the actual speed every frame
final float ystart = 280; //the initial Y position ( which also represent the Y of the ground )
float playerYPosition = ystart; //give the player the Y of the ground on start

void setup(){
  size(300,300);
}

void keyPressed() {
    //also check that the player is on ground before jumping
   if( (keyCode == UP || key == 'w') && (playerYPosition == ystart) ) 
    {
      speed=-jmp_speed; //when the player press jump and he is on ground we give speed the max value
    }
}

void draw(){

    background(150);
    rect(150,playerYPosition,10,10);

    //this code will be executed every frame
    //check if the player Y position won't hit the ground if we increment it by speed
      if(playerYPosition+speed < ystart)
      {
        playerYPosition+=speed;
        speed+=gravity; //increment speed by gravity ( will make speed value go from negative to positive slowly)
      }
      else
      {
        //if the player is gonna hit the ground the next frame

        playerYPosition = ystart; // put back the player on ground
        speed=0; // make the speed 0
      }  
}



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