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  how to follow the path  (Read 859 times)
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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
« 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.
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Offline Eli Delventhal
« League of Dukes »

JGO Kernel


Medals: 39
Projects: 12


Game Engineer


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

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

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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
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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
« League of Dukes »

JGO Kernel


Medals: 39
Projects: 12


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
Online 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.

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