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 how to follow the path  (Read 1477 times) 0 Members and 1 Guest are viewing this topic.

Senior Newbie

 « Posted 2012-04-20 16:39:27 »

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.
sproingie

JGO Kernel

Medals: 202

 « Reply #1 - Posted 2012-04-20 16:55:31 »

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

Senior Newbie

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

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.
Eli Delventhal

JGO Kernel

Medals: 42
Projects: 11
Exp: 10 years

Game Engineer

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

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

Senior Newbie

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

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.
Eli Delventhal

JGO Kernel

Medals: 42
Projects: 11
Exp: 10 years

Game Engineer

 « Reply #5 - Posted 2012-04-20 22:29:11 »

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

See my work:
OTC Software
ReBirth
 « Reply #6 - Posted 2012-04-21 03:43:12 »

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

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