SFML atan2功能和减速

SFML atan2 function and deceleration

本文关键字:功能 atan2 SFML      更新时间:2023-10-16
if(wIsPressed){
    movement.x += sin((player.getRotation() * 3.141592654)/ 180) * .5; //accelerates ship at a rate of 0.5 ms^2
    movement.y -= cos((player.getRotation() * 3.141592654)/ 180) * .5; //accelerates ship at a rate of 0.5 ms^2
}
else if(abs(movement.x) > 0 || abs(movement.y) > 0){
    double angle = (atan2(movement.x, movement.y) * 3.141592654) / 180; //finds angle of current movement vector and converts fro radians to degrees

    movement.x -= sin((angle)) * 0.5; //slows down ship by 0.5 using current vector angle
    movement.y += cos((angle)) * 0.5; //slows down ship by 0.5 using current vector angle

}

基本上,使用此代码后发生的情况是,我的飞船直接被拉到屏幕底部,就像地面有重力一样,我不明白我做错了什么

详细说明我的评论:

您没有正确地将角度转换为度数。它应该是:

double angle = atan2(movement.x, movement.y) * 180 / 3.141592654;

但是,您在另一个三角计算中使用此角度,并且C++三角函数需要弧度,因此您确实不应该首先将其转换为度数。您的 else if 语句也可能导致问题,因为您正在检查大于 0 的绝对值。尝试这样的事情:

float angle = atan2(movement.x, movement.y);
const float EPSILON = 0.01f;
if(!wIsPressed && abs(movement.x) > EPSILON) {
    movement.x -= sin(angle) * 0.5;
}
else {
    movement.x = 0;
}
if(!wIsPressed && abs(movement.y) > EPSILON) {
    movement.y += cos(angle) * 0.5;
}
else {
    movement.y = 0;
}