Java-Gaming.org
Play Revenge of the Titans! The situation is critical. We need fancy commanders to defend Earth, the moon, Mars!
Featured games (78)
games approved by the League of Dukes
Games in Showcase (408)
games submitted by our members
Games in WIP (293)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  Shooting at angles at constant velocity.  (Read 766 times)
0 Members and 1 Guest are viewing this topic.
Online cubemaster21

Senior Member


Medals: 4
Projects: 1



« Posted 2012-04-17 04:01:37 »

I honestly have no idea where to begin with coding this. I want to be able to move something at the same speed, no matter what angle. No matter if it's 45* or 23*. Any help?

Check out my game, Viking Supermarket Smash
http://www.java-gaming.org/topics/iconified/28984/view.html
Offline sproingie
« Reply #1 - Posted 2012-04-17 04:05:37 »

I don't quite understand.  Velocity should be constant regardless of direction.  If you're looking to break the x and y components out to see how much to displace something based on a velocity, just multiply by sin and cosine, like so:

dx = velocity * cos(angle)
dy = velocity * sin(angle)

Keep in mind angles are usually in radians, not degrees.  OpenGL being the exception when using the fixed function pipeline.

Online cubemaster21

Senior Member


Medals: 4
Projects: 1



« Reply #2 - Posted 2012-04-17 04:08:09 »

Well, the reason it might not make sense is because i've been using slope to move around the character.

Check out my game, Viking Supermarket Smash
http://www.java-gaming.org/topics/iconified/28984/view.html
Games published by our own members! Check 'em out!
Play the free demo of Revenge of the Titans!
Online DrZoidberg

Senior Member


Medals: 6



« Reply #3 - Posted 2012-04-17 04:17:50 »

If you already have a dx and dy and want to change the speed you can do this
1  
2  
3  
double speed = Math.sqrt(dx*dx + dy*dy);
dx = dx / speed * newSpeed;
dy = dy / speed * newSpeed;
Pages: [1]
  ignore  |  Print  
 
 
You cannot reply to this message, because it is very, very old.

Play Revenge of the Titans! The situation is critical. We need fancy commanders to defend Earth, the moon, Mars!
 
Get high quality music tracks for your game!

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

The invasion has landed! On Mars! And you're there to beat 'em!
cubemaster21 (131 views)
2013-05-17 21:29:12

alaslipknot (140 views)
2013-05-16 21:24:48

gouessej (170 views)
2013-05-16 00:53:38

gouessej (164 views)
2013-05-16 00:17:58

theagentd (174 views)
2013-05-15 15:01:13

theagentd (159 views)
2013-05-15 15:00:54

StreetDoggy (203 views)
2013-05-14 15:56:26

kutucuk (227 views)
2013-05-12 17:10:36

kutucuk (227 views)
2013-05-12 15:36:09

UnluckyDevil (230 views)
2013-05-12 05:09:57
Complex number cookbook
by Roquen
2013-04-24 12:47:31

2D Dynamic Lighting
by Oskuro
2013-04-17 16:46:12

2D Dynamic Lighting
by Oskuro
2013-04-17 16:45:57

2D Dynamic Lighting
by Oskuro
2013-04-17 16:23:20

Noise (bandpassed white)
by Roquen
2013-04-05 17:36:01

Noise (bandpassed white)
by Roquen
2013-04-03 16:17:38

Java Data structures
by Roquen
2013-03-29 13:21:12

Topic Request
by kutucuk
2013-03-22 21:42:01
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!
Page created in 0.064 seconds with 20 queries.