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我试图让精灵遵循另一种精灵灵活的方式。

如果主精灵移动得更快,则跟随者会更落后,如果速度较慢的跟随者会更靠近。

运动本身适用于以下(伪)代码:

target_vector = Vector2D(mainsprite_x, mainsprite_y)
follower_vector = Vector2D(follower_x, follower_y)

new_follower_vector = Vector2D.lerp(follower_vector, target_vector, LERP_FACTOR)

目前我一直在使用各种LERP_FACTOR“okayish”的常量。

现在我想添加限制跟随者可以落后多少以及它可以有多接近。

我正在使用 Pygame,但这没关系。

我怎样才能做到这一点?

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1 回答 1

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我建议计算跟随者和精灵之间的距离以及从 ( follower_x, follower_y) 到 ( mainsprite_x, mainsprite_y) 的单位方向向量。
距离可以通过计算欧几里得距离得到。Pygame 提供distance_to()了这一点。单位方向向量可以通过将方向向量除以距离或通过归一化 ( normalize()) 方向向量来计算:

target_vector = Vector2(mainsprite_x, mainsprite_y)
follower_vector = Vector2(follower_x, follower_y)

distance = follower_vector.distance_to(target_vector)
direction_vector = target_vector - follower_vector
if distance > 0:
    direction_vector /= distance

现在您可以定义精灵的精确step_distance方向并移动到跟随者 int 方向:

if distance > 0:
    new_follower_vector = follower_vector + direction_vector * step_distance.

定义 amaximum_distance和 a minimum_distance。最小步距为:

min_step = max(0, distance - maximum_distance)

最大步距为

max_step = distance - minimum_distance

把它们放在一起:

minimum_distance    = ???
maximum_distance    = ???
target_vector       = Vector2(mainsprite_x, mainsprite_y)
follower_vector     = Vector2(follower_x, follower_y)
new_follower_vector = Vector2(follower_x, follower_y)

distance = follower_vector.distance_to(target_vector)
if distance > minimum_distance:
    direction_vector    = (target_vector - follower_vector) / distance
    min_step            = max(0, distance - maximum_distance)
    max_step            = distance - minimum_distance
    step_distance       = min_step + (max_step - min_step) * LERP_FACTOR
    new_follower_vector = follower_vector + direction_vector * step_distance

最小的例子: repl.it/@Rabbid76/PyGame-FollowMouseSmoothly

import pygame

LERP_FACTOR      = 0.05
minimum_distance = 25
maximum_distance = 100

def FollowMe(pops, fpos):
    target_vector       = pygame.math.Vector2(*pops)
    follower_vector     = pygame.math.Vector2(*fpos)
    new_follower_vector = pygame.math.Vector2(*fpos)

    distance = follower_vector.distance_to(target_vector)
    if distance > minimum_distance:
        direction_vector    = (target_vector - follower_vector) / distance
        min_step            = max(0, distance - maximum_distance)
        max_step            = distance - minimum_distance
        step_distance       = min_step + (max_step - min_step) * LERP_FACTOR
        new_follower_vector = follower_vector + direction_vector * step_distance

    return (new_follower_vector.x, new_follower_vector.y) 

pygame.init()
window = pygame.display.set_mode((500, 500))
clock = pygame.time.Clock()

follower = (100, 100)
run = True
while run:
    clock.tick(60)
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            run = False

    player   = pygame.mouse.get_pos()
    follower = FollowMe(player, follower)

    window.fill(0)  
    pygame.draw.circle(window, (0, 0, 255), player, 10)
    pygame.draw.circle(window, (255, 0, 0), (round(follower[0]), round(follower[1])), 10)
    pygame.display.flip()
于 2020-02-05T18:49:39.543 回答