问题
What kind of math algorithm could I use to calculate the path to move a mouse? I simply want to have this type of function:
animateMouseDiag(int X, int Y){
//Move mouse 1 step towards goal, for loop most likely, from the current Mouse.Position
Thread.Sleep(1);
}
For example, if I give it animateMouseDiag(100,300), it would move the mouse 100 to the right and 300 down, but diagonally, not right-then-down in an 'L'. Similarly, if I gave it (-50,-200) it would move it to those relative coordinates (50 left and 200 up) along the diagonal path.
Thank you! (By the way, this is an alt account since I feel like an idiot asking about basic high school math on my main. I just can't translate it into programming.)
EDIT: I have come up with this:
public static void animateCursorTo(int toX, int toY)
{
double x0 = Cursor.Position.X;
double y0 = Cursor.Position.Y;
double dx = Math.Abs(toX-x0);
double dy = Math.Abs(toY-y0);
double sx, sy, err, e2;
if (x0 < toX) sx = 1;
else sx = -1;
if (y0 < toY) sy = 1;
else sy = -1;
err = dx-dy;
for(int i=0; i < toX; i++){
//setPixel(x0,y0)
e2 = 2*err;
if (e2 > -dy) {
err = err - dy;
x0 = x0 + sx;
}
if (e2 < dx) {
err = err + dx;
y0 = y0 + sy;
}
Cursor.Position = new Point(Convert.ToInt32(x0),Convert.ToInt32(y0));
}
}
This is Bresenham's line algorithm. Strangely though, the lines don't draw on a set angle. They seem to be gravitating towards the top left of the screen.
回答1:
Store the position coordinates as floating point values, then you can represent the direction as a unit vector and multiply by a specific speed.
double mag = Math.Sqrt(directionX * directionX + directionY * directionY);
mouseX += (directionX / mag) * speed;
mouseY += (directionY / mag) * speed;
来源:https://stackoverflow.com/questions/11751370/moving-the-mouse-along-a-diagonal-line