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  Rotating a slew of moving enemies towards a player sprite  (Read 1446 times)
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Offline everbeard

Senior Newbie





« Posted 2012-02-25 04:30:17 »

Hello Smiley

I'm making a typical Zombie vs. Player Survival game. I have me an Enemy Class, and a Player class.

The Enemies are constantly adjusting their X and Y components of speed based on the Player's location, to "home in" on the player.

I want the enemy (Zombie) To be facing the player, no matter where he moves, but I can't seem to get both the Trig and the Programming down at the same time, and I'm getting incredibly spastic results.

So, does anyone have a way to rotate a bunch of zombies towards a moving player?
Offline ReBirth
« Reply #1 - Posted 2012-02-25 05:00:31 »

Well, depends on your zombie's sprite size. If it's quite big and there're many of them then java2d may be out.

Have you tried to not using rotating method, but changing the sprite? should be faster but limited angle.

Offline everbeard

Senior Newbie





« Reply #2 - Posted 2012-02-25 05:03:25 »

Hmmm... that was suggested to me by a friend.... and really, the game looks very 8-bit, so limited rotation would fit in.

Would it be efficient?

Lol, this project is the most intensive on the computer I've ever done, so I really don't know what my limits are.

Thanks Smiley
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Offline ra4king

JGO Kernel


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« Reply #3 - Posted 2012-02-25 05:10:48 »

1  
rotation = Math.atan2(player.y - zombie.y, player.x - zombie.x);


Then draw it:
1  
2  
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g.rotate(rotation,x + width/2, y + height/2);
//draw the image
g.setTransform(new AffineTransform()); // reset the transform

Offline ReBirth
« Reply #4 - Posted 2012-02-25 05:28:11 »

Quote
Would it be efficient?
if you seek or worry about performance, it's a good price to pay Smiley Further more on rotation you should watch out for origin's coordinate and could be problem in simple collision check.

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