速度
如果我们谈论的是 KinematicBody2D 和 velocity,我们谈论的是类似这样的脚本,给予或接受:
extends KinematicBody2D
var velocity:Vector2 = Vector2.ZERO # pixels/second
func _physics_process(_delta:float) -> void:
move_and_slide(velocity)
也许您最好使用speed 和direction 而不是velocity。我们也可以这样做:
extends KinematicBody2D
var speed:float = 0 # pixels/second
var direction:Vector2 = Vector2.UP # pixels
func _physics_process(_delta:float) -> void:
var velocity = direction.normalized() * speed
move_and_slide(velocity)
如果我们想要一个angle 而不是direction 向量怎么办?当然:
extends KinematicBody2D
var speed:float = 0 # pixels/second
var angle:float = 0 # radians
func _physics_process(_delta:float) -> void:
var velocity = Vector2.RIGHT.rotated(angle) * speed
move_and_slide(velocity)
旋转
由于我们要进行转向,我们想根据其速度旋转KinematicBody2D。
当然,我们可以从 velocity 获得轮换 angle:
extends KinematicBody2D
var velocity:Vector2 = Vector2.ZERO # pixels/second
func _physics_process(_delta:float) -> void:
rotation = velocity.angle()
move_and_slide(velocity)
与direction 向量类似,或者如果您有angle,您可以直接使用它。
转向
对于转向,我们将保持速度并改变角度。所以我们想要上面显示的speed 和angle 版本。当然是旋转:
extends KinematicBody2D
var speed:float = 0 # pixels/second
var angle:float = 0 # radians
func _physics_process(_delta:float) -> void:
rotation = angle
var velocity = Vector2.RIGHT.rotated(angle) * speed
move_and_slide(velocity)
现在我们将有一个来自用户输入的target_angle。在您的情况下,这意味着:
var target_angle = joystick.get_value().angle()
现在,请注意我们不知道旋转的方向。执行target_angle - angle 不起作用,因为反向旋转可能会更短。因此,我们将这样做:
var angle_difference = wrapf(target_angle - angle, -PI, PI)
wrapf 是做什么的?它将值“包装”到一个范围内。例如,wrapf(11, 0, 10) 是 1,因为它超过了 10 1,而 1 + 0 是 1。而wrapf(4, 5, 10) 是9,因为它比5 低了1 和10 - 1 是9。希望这是有道理的。
我们在-PI 到PI 的范围内进行换行,因此它会在较短的方向上给出角度差以进行旋转。
我们还需要angular_speed。即每单位时间角度变化多少(单位为角度/时间)。请注意,这与角度变化的程度不同(单位为角度)。要转换,我们乘以自上次以来经过的时间:
var delta_angle = angular_speed * delta
啊,实际上,我们需要在angle_difference 的方向。因此,它的sign:
var delta_angle = angular_speed * delta * sign(angle_difference)
而且我们不想过冲。因此,如果delta_angle的绝对值大于angle_difference,我们需要将delta_angle设置为angle_difference:
var angle_difference = wrapf(target_angle - angle, -PI, PI)
var delta_angle= angular_speed * delta * sign(angle_difference)
if abs(delta_angle) > abs(angle_difference):
delta_angle = angle_difference
我们可以在那里保存一个电话到abs:
var angle_difference = wrapf(target_angle - angle, -PI, PI)
var delta_angle_abs = angular_speed * delta
var delta_angle = delta_angle_abs * sign(angle_difference)
if delta_angle_abs > abs(angle_difference):
delta_angle = angle_difference
把它们放在一起:
extends KinematicBody2D
var speed:float = 0 # pixels/second
var angle:float = 0 # radians
var angular_speed:float = 0 # radians/second
func _physics_process(delta:float) -> void:
var target_angle = joystick.get_value().angle()
var angle_difference = wrapf(target_angle - angle, -PI, PI)
var delta_angle_abs = angular_speed * delta
var delta_angle = delta_angle_abs * sign(angle_difference)
if delta_angle_abs > abs(angle_difference):
delta_angle = angle_difference
angle += delta_angle
rotation = angle
var velocity = Vector2.RIGHT.rotated(angle) * speed
move_and_slide(velocity)
最后,进行一些重构,包括但不限于将那段代码提取到另一个函数中:
extends KinematicBody2D
var speed:float = 0 # pixels/second
var angle:float = 0 # radians
var angular_speed:float = 0 # radians/second
func _physics_process(delta:float) -> void:
var target_angle = joystick.get_value().angle()
angle = apply_rotation_speed(angle, target_angle, angular_speed, delta)
rotation = angle
var velocity = Vector2.RIGHT.rotated(angle) * speed
move_and_slide(velocity)
static func apply_rotation_speed(from:float, to:float, angle_speed:float, delta:float) -> float:
var diff = wrapf(to - from, -PI, PI)
var angle_delta = angle_speed * delta
if angle_delta > abs(diff):
return to
return from + angle_delta * sign(diff)
这是一个带角加速度的版本:
extends KinematicBody2D
var speed:float = 0 # pixels/second
var angle:float = 0 # radians
var angular_speed:float = 0 # radians/second
var angular_acceleration:float = 0 # radians/second^2
func _physics_process(delta:float) -> void:
var target_angle = joystick.get_value().angle()
if angle == target_angle:
angular_speed = 0
else:
angular_speed += angular_acceleration * delta
angle = apply_rotation_speed(angle, target_angle, angular_speed, delta)
rotation = angle
var velocity = Vector2.RIGHT.rotated(angle) * speed
move_and_slide(velocity)
static func apply_rotation_speed(from:float, to:float, angle_speed:float, delta:float) -> float:
var diff = wrapf(to - from, -PI, PI)
var angle_delta = angle_speed * delta
if angle_delta > abs(diff):
return to
return from + angle_delta * sign(diff)
还有带角度缓动的闪亮版本:
extends KinematicBody2D
var speed = 10
var angle:float = 0
var angular_speed:float = 0
export(float, EASE) var angular_easing:float = 1
func _physics_process(delta:float) -> void:
var target_angle = (get_viewport().get_mouse_position() - position).angle()
angle = apply_rotation_easing(angle, target_angle, angular_easing, delta)
rotation = angle
var velocity = Vector2.RIGHT.rotated(angle) * speed
move_and_slide(velocity)
static func apply_rotation_easing(from:float, to:float, easing:float, delta:float) -> float:
var diff = wrapf(to - from, -PI, PI)
var diff_norm = abs(diff)
var angle_speed = ease(diff_norm / PI, easing)
var angle_delta = angle_speed * delta
if angle_delta > diff_norm:
return to
return from + angle_delta * sign(diff)
将angular_easing 设置为介于 0 和 1 之间的某个值,使其在开始旋转时加速,并在接近目标角度时减速。 值为 0 时,它不会旋转。值为 1 时,它以恒定速度旋转。见ease。
我测试了这个答案中的代码(有一些非零值),这用于鼠标控制:
var target_angle = (get_viewport().get_mouse_position() - position).angle()
有效。