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プログラミング初心者ですが、試行錯誤しながら楽しくコロナを学んでいます(ほとんどが間違い!)

私は大学のプロジェクト用に航空交通管制シミュレーションの作成に取り組んでおり、オブジェクト (レーダー上の飛行機) を回転させてタップ ポイントに移動させる方法についてレンガの壁にぶつかりました。

次のコードを使用して飛行機を動かしています。

local function moveAirplane1(event)

function cleanAirplaneRuntime()
Runtime:removeEventListener("enterFrame", moveAirplane1)
end

if Airplane1OnRadar == false then
cleanEI137Runtime()
end

Airplane1.x = Airplane1.x + math.cos(math.rad(Airplane1.rotation)) * Airplane1SPEED
Airplane1.y = Airplane1.y + math.sin(math.rad(Airplane1.rotation)) * Airplane1SPEED


end
Runtime:addEventListener("enterFrame", moveAirplane1)   

これは問題なく動作し、plane.rotation の値を加算または減算することで方向を制御できます。ただし、私がやりたいことは、プレイヤーが画面をタップして飛行機を回転させ、その地点まで移動できるようにすることです。

私はタップポイントと飛行機の間の角度を計算し、その差で航空機を回転させようとしましたが、飛行機がどの象限にあるか、およびタップポイントが飛行機に対してどの象限にあるかに応じて、非常に多くの順列があります。私は正しい軌道に乗っているのか、それとも行方不明になっている簡単な方法があるのか​​ 疑問に思っていますか?

これが私が試してきたことです(申し訳ありませんが、長くなりました)

function vectorTo()


    function setVectorPoint(event)

        vectorPoint = display.newCircle(0, 0, 5)
        vectorPoint.x = event.x
        vectorPoint.y = event.y
        vectorPoint.alpha = 0.5

        airplane = EI159
        vP = vectorPoint
        airplaneHdg = EI159CurrentHeading

        Runtime:removeEventListener("tap", setVectorPoint)


        function angleBetween(vP, airplane )                -- Calculate angle between airplane and tap point

        airplane = Airplane1
        vP = vectorPoint

        xDist = airplane.x - vP.x 
        yDist = airplane.y - vP.y

        angleBetween = math.deg( math.atan( yDist/xDist ) )

            return angleBetween

        end

-------------------------------------------------- ---------------

function vectorResult() 
    function round(angleBetween, precision)
        return math.floor(angleBetween*math.pow(10,0)+0.5) / math.pow(10,0)
    end

    roundVector = round(angleBetween,precision)


print("roundVector = "..roundVector)

--Quadrant 1

    if airplane.x < vP.x and airplane.y < vP.y then

        if roundVector < 90 then
            newVector = 90 - roundVector + 90
            print("newVector = "..newVector)
        elseif
            roundVector > 90 and roundVector < 180 then
            newVector = 180 + roundVector
            print("newVector = "..newVector)
        elseif
            roundVector > 180 and newVector < 270 then
            newVector = roundVector
            print("newVector = "..newVector)
        elseif
            roundVector > 270 then
            newVector = 180 + roundVector
            print("newVector = "..newVector)
        end 


            function turnLeft1()
            airplane.rotation = airplane.rotation - 1
            print("Turn Left1")
            end

            function turnTimer1()
                --if airplane.rotation ~= airplaneHdg + newVector then
                turnLeftTimer1 = timer.performWithDelay(500, turnLeft1, newVector)
                --end
            end 
            turnTimer1()
        --end   
    elseif airplane.x < vP.x and airplane.y < vP.y then

        if roundVector < 90 then
            newVector = 90 - roundVector + 90
            print("newVector = "..newVector)
        elseif
            roundVector > 90 and roundVector < 180 then
            newVector = 180 + roundVector
            print("newVector = "..newVector)
        elseif
            roundVector > 180 and newVector < 270 then
            newVector = roundVector
            print("newVector = "..newVector)
        elseif
            roundVector > 270 then
            newVector = 180 + roundVector
            print("newVector = "..newVector)
        end 

            function turnRight1()
            airplane.rotation = airplane.rotation + 1
            print("Turn Right1")
            end

            function turnTimer2()
                if airplane.rotation ~= 180 + newVector then
                turnOneRightTimer = timer.performWithDelay(500, turnRight1,newVector)
                end
            end
            turnTimer2()

--Quadrant 2    

    elseif airplane.x > vectorPoint.x and airplane.y < vectorPoint.y then

        if roundVector < 90 then
            newVector = 90 - roundVector + 90
            print("newVector = "..newVector)
        elseif
            roundVector > 90 and roundVector < 180 then
            newVector = 180 + roundVector
            print("newVector = "..newVector)
        elseif
            roundVector > 180 and newVector < 270 then
            newVector = roundVector
            print("newVector = "..newVector)
        elseif
            roundVector > 270 then
            newVector = 180 + roundVector
            print("newVector = "..newVector)
        end 

            function turnLeft2()
            airplane.rotation = airplane.rotation - 1
            print("Turn Left2")
            end

            function turnTimer3()
                if airplane.rotation ~= 180 - newVector then
                turnOneLeftTimer = timer.performWithDelay(500, turnLeft2, newVector)
                end
            end 
            turnTimer3()

    elseif airplane.x > vectorPoint.x and airplane.y < vectorPoint.y then

        if roundVector < 90 then
            newVector = 90 - roundVector + 90
            print("newVector = "..newVector)
        elseif
            roundVector > 90 and roundVector < 180 then
            newVector = 180 + roundVector
            print("newVector = "..newVector)
        elseif
            roundVector > 180 and newVector < 270 then
            newVector = roundVector
            print("newVector = "..newVector)
        elseif
            roundVector > 270 then
            newVector = 180 + roundVector
            print("newVector = "..newVector)
        end 

            function turnRight2()
            airplane.rotation = airplane.rotation + 1
            print("Turn Right2")
            end

            function turnTimer4()
                if airplane.rotation > 180 + newVector then
                turnOneRightTimer = timer.performWithDelay(500, turnRight2, newVector)
                end
            end
            turnTimer4()

--Quadrant 3

    elseif airplane.x < vectorPoint.x and airplane.y > vectorPoint.y then

        if roundVector < 90 then
            newVector = 90 - roundVector + 90
            print("newVector = "..newVector)
        elseif
            roundVector > 90 and roundVector < 180 then
            newVector = 180 + roundVector
            print("newVector = "..newVector)
        elseif
            roundVector > 180 and newVector < 270 then
            newVector = roundVector
            print("newVector = "..newVector)
        elseif
            roundVector > 270 then
            newVector = 180 + roundVector
            print("newVector = "..newVector)
        end 

            function turnLeft3()
            airplane.rotation = airplane.rotation - 1
            print("Turn Left3")
            end

            function turnTimer5()
                if airplane.rotation < 180 - newVector then
                turnOneLeftTimer = timer.performWithDelay(500, turnLeft3, newVector)
                end
            end
            turnTimer5()    

    elseif airplane.x < vectorPoint.x and airplane.y > vectorPoint.y then

        if roundVector < 90 then
            newVector = 90 - roundVector + 90
            print("newVector = "..newVector)
        elseif
            roundVector > 90 and roundVector < 180 then
            newVector = 180 + roundVector
            print("newVector = "..newVector)
        elseif
            roundVector > 180 and newVector < 270 then
            newVector = roundVector
            print("newVector = "..newVector)
        elseif
            roundVector > 270 then
            newVector = 180 + roundVector
            print("newVector = "..newVector)
        end 

            function turnRight3()
            airplane.rotation = airplane.rotation + 1
            print("Turn Right3")
            end

            function turnTimer6()
                if airplane.rotation > 180 - newVector then
                turnOneRightTimer = timer.performWithDelay(500, turnRight3, newVector)
                end
            end
            turnTimer6()

--Quadrant 4

    elseif airplane.x > vectorPoint.x and airplane.y > vectorPoint.y then

        if roundVector < 90 then
            newVector = 90 - roundVector + 90
            print("newVector = "..newVector)
        elseif
            roundVector > 90 and roundVector < 180 then
            newVector = 180 + roundVector
            print("newVector = "..newVector)
        elseif
            roundVector > 180 and newVector < 270 then
            newVector = roundVector
            print("newVector = "..newVector)
        elseif
            roundVector > 270 then
            newVector = 180 + roundVector
            print("newVector = "..newVector)
        end 

            function turnRight4()
            airplane.rotation = airplane.rotation + 1
            print("Turn Right4")
            end

            function turnTimer7()
                if airplane.rotation ~= newVector then
                turnTimer = timer.performWithDelay(500, turnRight4, newVector)
                end
            end
            turnTimer7()    

    elseif airplane.x > vectorPoint.x and airplane.y > vectorPoint.y then

        if roundVector < 90 then
            newVector = 90 - roundVector + 90
            print("newVector = "..newVector)
        elseif
            roundVector > 90 and roundVector < 180 then
            newVector = 180 + roundVector
            print("newVector = "..newVector)
        elseif
            roundVector > 180 and newVector < 270 then
            newVector = roundVector
            print("newVector = "..newVector)
        elseif
            roundVector > 270 then
            newVector = 180 + roundVector
            print("newVector = "..newVector)
        end 

            function turnLeft4()
            airplane.rotation = airplane.rotation - 1
            print("Turn Left4")
            end

            function turnTimer8()
                if airplane.rotation ~= newVector then
                turnTimer = timer.performWithDelay(500, turnLeft4, newVector)
                end
            end 
            turnTimer8()

    end
end
vectorResulttimer = timer.performWithDelay(800, vectorResult)

function removeVP()
display.remove(vectorPoint)
vectorPoint = nil
Airplane1dA.isVisible = false
timer.cancel(removeVPTimer)
end
removeVPTimer = timer.performWithDelay(1500, removeVP)

timer.performWithDelay(600, angleBetween)

end

function addEventVectorPoint()
Runtime:addEventListener("tap", setVectorPoint)
end
vectorPointTimer = timer.performWithDelay(500, addEventVectorPoint)

end

事前に助けや指針をありがとう、

4

2 に答える 2

2

私が探していたコード DevfaR に感謝し、たまたまこれを見つけました。これは、私が探していたものにほぼ完璧です。1 つだけ小さいことがありました。タップする距離によって速度が異なります。常に一定になるようにコードを変更したので、他の誰かがそれを必要とする場合は、どうぞ。

local W = display.contentWidth
local H = display.contentHeight


local bg = display.newRect(0,0, W,H)
local img = display.newImage("triangle.png")--make an image arrow pointing to the right
img.x = W/2
img.y = H/2

local getX
local getY
local travelFlag = true

local distanceX
local distanceY
local totalDistance

function getImageRotation(x1,y1,x2,y2)
    local PI = 3.14159265358
    local deltaY = y2 - y1
    local deltaX = x2 - x1

    local angleInDegrees = (math.atan2( deltaY, deltaX) * 180 / PI)*-1

    local mult = 10^0

    return math.floor(angleInDegrees * mult + 0.5) / mult
end


local function onTravel()

distanceX=img.x-getX
distanceY=img.y-getY

print(distanceX)
print(distanceY)

totalDistance=(distanceX*distanceX)+(distanceY*distanceY)
totalDistance=math.sqrt(totalDistance)
print(totalDistance)

    local function Flag()
        travelFlag = true
    end

    if travelFlag then
        travelFlag = false
        img.rotation = (getImageRotation(img.x,img.y,getX,getY))*-1
        transition.to( img, { time=totalDistance*5, x=getX, y=getY, onComplete=Flag } )
    end
end

local function onTap(event)

    if event.phase == "began" or event.phase == "moved" then
        getX = event.x
        getY = event.y

    elseif event.phase == "ended" then

        onTravel()
    end

end
Runtime:addEventListener("touch", onTap)
于 2013-09-03T09:43:05.500 に答える