I am following the post:
And I am trying to draw a live curve that determines where the bullet overlaps the land before shooting. Does anyone have any ideas for this situation? Thank you.
CodePudding user response:
A solution without too much calculations could be, use a dummy object as a "tracer bullet".
With other Words, make a physics object, that doesn't collide with anything, "shoot" that object, and draw, in a specific interval a small "marker", that would traces the arc / path taken.
Here is a small demo, showcasing this idea:
var config = {
type: Phaser.AUTO,
width: 536,
height: 183,
scene: {
create,
update
},
physics:{
default:'arcade',
arcade:{
gravity:{y: 260},
}},
banner: false
};
let player;
let firstMarker;
let pathItems;
let lastMarker;
function create () {
this.add.text(10, 10, 'move mouse for targeting\nhold still to see the full path.', {color:'#ffffff'})
let floor = this.add.rectangle(0 , 183, 535, 20, 0x00ff00).setOrigin(0, .5);
pathItems = this.add.group();
player = this.add.rectangle(30 , 158, 30, 30, 0x1AA840);
player.setDepth(2)
firstMarker = this.add.arc(-10, 0, 5, 0, 2 * Math.PI, true, 0xffffff);
this.physics.add.existing(firstMarker);
this.input.on('pointermove', function (pointer) {
startMarkerTrail(this, player, pointer)
},this);
}
function update(time, delta){
let {x, y} = firstMarker
if(!lastMarker || Phaser.Math.Distance.Between(x, y, lastMarker.x, lastMarker.y ) > 20){
let marker = this.add.arc(x, y, 3, 0, 2 * Math.PI, true, 0xcdcdcd);
pathItems.add(marker);
lastMarker = {x, y};
}
}
function startMarkerTrail(sccene, player, pointer){
let speed = 300;
let angle = Phaser.Math.Angle.BetweenPoints(player, pointer);
pathItems.clear(true);
firstMarker.setPosition( player.x, player.y );
sccene.physics.velocityFromRotation(angle, speed, firstMarker.body.velocity);
}
new Phaser.Game(config);
* {padding:0;margin:0;}
<script src="//cdn.jsdelivr.net/npm/[email protected]/dist/phaser.js"></script>
If you need a line can make the distance smaller and/or the size of the markerpoints smaller.