Zho:用速度找出方向

While programming, it is sometimes necessary to find the '''direction a 角色 should point given two 速度 ''' (x and y). This article presents the 程式 that will provide the correct direction as well as an explanation of how it works.

The Script
如果 <(y-vel) = [0]> 那麼 如果 <(x-vel) < [0]> 那麼 面朝 (-90 v) 度 面朝 (90 v) 度 end

如果 <(y-vel) > [0]> 那麼 面朝 ([atan v] 數值 ((x-vel) / (y-vel))) 度 面朝 ((180) + ([atan v] of ((x-vel) / (y-vel)))) 度 end end

How it Works
The bottom half calculates the direction working on the assumption that y is not zero (which would yield an error when x is divided by y). The mathematical function "atan" which stands for "Arc Tangent" and is the inverse of tangent, a trigonometric function used to determine the ratio of the two legs of a right triangle.

The script essentially treats the x and y axes as the two legs of a right triangle, using "atan" to derive the angle. However, as the angle has to be between -90 and 90, the "y > 0" conditional (or 菱形积木) must be added to point the sprite in the proper direction.

It is notable that typical geometry uses atan(y/x) (rather than x/y) to determine the angle; the flip made in the script is to match with Scratch's unusual degree measurement system (0 is typically right).

The top half of the script is a simple comparison. If y velocity is zero, the only possible directions ignoring the chance that the x velocity could be zero  are right and left (90 and -90 degrees). Should both the x and y velocities be zero, the sprite will face right (90 degrees).

用法示例

 * Finding out the direction the mouse is moving in
 * Predicting the position of the character in a platformer in a few seconds, maybe as a power up tool.
 * Finding the direction an arrow should point in given an x and y velocity

参见

 * Trigonometry
 * Reflection