Java-Gaming.org    
Featured games (79)
games approved by the League of Dukes
Games in Showcase (477)
Games in Android Showcase (107)
games submitted by our members
Games in WIP (536)
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  
  how to follow the path  (Read 1343 times)
0 Members and 1 Guest are viewing this topic.
Offline deadteck

Senior Newbie





« Posted 2012-04-20 18:39:27 »

Hey everyone, Im looking for code that would make it so that if your pointing at 30 degress off of 0 degrees, and you want to go straight that you actually go straight, and not along the x or y axisif you get what Im saying. any help would be good, BTW, I have an angle variable if that can help.

The best ideas will come from the weirdest and sometimes most f***'d up places, you just have to realize them.
Offline sproingie

JGO Kernel


Medals: 202



« Reply #1 - Posted 2012-04-20 18:55:31 »

http://www.khanacademy.org/math/trigonometry/v/basic-trigonometry

TL;DW version: sin is the Y component of movement, cos is X

Offline deadteck

Senior Newbie





« Reply #2 - Posted 2012-04-20 22:32:33 »

I know about trigonometry and all, im just looking for any code to help because I cant find it anywhere

The best ideas will come from the weirdest and sometimes most f***'d up places, you just have to realize them.
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Eli Delventhal

JGO Kernel


Medals: 42
Projects: 11
Exp: 10 years


Game Engineer


« Reply #3 - Posted 2012-04-20 22:35:50 »

Trig / vector math, in a 2D environment that means sine and cosine.

1  
2  
3  
4  
5  
6  
7  
float angle = (float) Math.toRadians(30);
float xDir = (float) Math.cos(angle);
float yDir = (float) Math.sin(angle);
float pixelSpeed = 10;

xPos += xDir * pixelSpeed;
yPos += yDir * pixelSpeed;

See my work:
OTC Software
Offline deadteck

Senior Newbie





« Reply #4 - Posted 2012-04-20 22:44:00 »

what about a 3d environment, and here is the code for the class
1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
17  
18  
19  
20  
21  
22  
23  
24  
25  
26  
27  
28  
29  
30  
31  
32  
33  
34  
35  
36  
37  
38  
39  
40  
41  
42  
43  
44  
45  
46  
47  
48  
49  
50  
51  
52  
53  
54  
55  
56  
57  
58  
package com.game.Fearless.input;

public class Controller {
   
   public double x, z, rotation, xa, za, rotationa, angle;
   
   public void tick(boolean forward, boolean left, boolean back, boolean right, boolean turnLeft, boolean turnRight) {
     
      double rotationSpeed = 0.025;
      double walkSpeed =0.0025;
      double xMove = 0;
      double zMove = 0;
     
      if (forward) {
         if (back == false) {
            zMove++;
            z += za;
         }
      }
      if (left) {
         if (right == false) {
            xMove--;
            x -= xa;
         }
      }
      if (back) {
         if (forward == false) {
            zMove--;
            z -= za;
         }
      }
      if (right) {
         if (left == false) {
            xMove++;
            x += xa;
         }
      }
      if (turnLeft) {
         rotationa = 0;
         if (turnRight == false) {
            angle += rotationa * rotationSpeed;
         }
         rotation -= angle;
      }
      if (turnRight) {
         rotationa = 0;
         if (turnLeft == false) {
            angle += rotationa * rotationSpeed;
         }
         rotation += angle;
      }
           
      xa += (xMove * Math.cos(angle) + zMove * Math.sin(angle)) * walkSpeed;
      za += (xMove * Math.cos(angle) - zMove * Math.sin(angle)) * walkSpeed;
         
      System.out.println("X= " + x + " Z= " + z + " Rotation= " + rotation);
   }
}

The best ideas will come from the weirdest and sometimes most f***'d up places, you just have to realize them.
Offline Eli Delventhal

JGO Kernel


Medals: 42
Projects: 11
Exp: 10 years


Game Engineer


« Reply #5 - Posted 2012-04-21 00:29:11 »

Don't think he's ready for 3D if he can't figure this out in 2D.  Pointing

See my work:
OTC Software
Offline ReBirth
« Reply #6 - Posted 2012-04-21 05:43:12 »

Furthermore, 3D in pure Java is pain Smiley
Most of distance techniques in Java2D can be used in 3D world, just need to increase the degree.

Pages: [1]
  ignore  |  Print  
 
 
You cannot reply to this message, because it is very, very old.

 

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

The first screenshot will be displayed as a thumbnail.

Riven (12 views)
2014-07-29 18:09:19

Riven (8 views)
2014-07-29 18:08:52

Dwinin (9 views)
2014-07-29 10:59:34

E.R. Fleming (25 views)
2014-07-29 03:07:13

E.R. Fleming (10 views)
2014-07-29 03:06:25

pw (39 views)
2014-07-24 01:59:36

Riven (39 views)
2014-07-23 21:16:32

Riven (27 views)
2014-07-23 21:07:15

Riven (28 views)
2014-07-23 20:56:16

ctomni231 (59 views)
2014-07-18 06:55:21
HotSpot Options
by dleskov
2014-07-08 03:59:08

Java and Game Development Tutorials
by SwordsMiner
2014-06-14 00:58:24

Java and Game Development Tutorials
by SwordsMiner
2014-06-14 00:47:22

How do I start Java Game Development?
by ra4king
2014-05-17 11:13:37

HotSpot Options
by Roquen
2014-05-15 09:59:54

HotSpot Options
by Roquen
2014-05-06 15:03:10

Escape Analysis
by Roquen
2014-04-29 22:16:43

Experimental Toys
by Roquen
2014-04-28 13:24:22
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
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!