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 Delayed rotation  (Read 2936 times) 0 Members and 2 Guests are viewing this topic.
_Tumppu_

Senior Newbie

 « Posted 2012-09-27 16:06:48 »

Hi there all

This is my first post and don't care about my spelling, English is not my native
language .

So I'm creating just a little tank game, everything is fine, tank is moving and cannon turning.

The problem is

 1  2  3  4  5  6  7 `   public void setDirection(float x, float y) { // parametres are mouse x,y         float rx = x - this.getX();   float ry = y - this.getY();   this.angle = (float)Math.atan2(ry, rx); // cannon angle}`

This rotates the cannon okay, but, I would like to have some kind of delay to that turning (I mean, now
it's instant.
How is such a thing even possible? Somehow with delta time? I suck at math and physics sooo.

Well, if someone could help, I would really appreciate that!

edit. I try to explain better...

The cannon is now facing direction x,y
When I move the mouse, the facing direction changes of course to nx,ny.
I want it to be so that cannon slowly rotates to the new facing direction...
Tjstretchalot

Junior Devvie

Medals: 2
Projects: 1

 « Reply #1 - Posted 2012-09-27 16:17:23 »

Note I am not talking about experience here - have yet to succesfully build a game that lets you change angles =(

However, I do know a little bit about interpolation and extrapolation, which you probably need to former here if my knowledge is correct, or a form of it at least.

Save those variables as currentX, currentY and have it move some percent or absolute amount max at a time toward the current x/y and you have done it. Note that if this is an FPS of some sort or requires 'twitch' responses, this should be configurable, because it will give the user a different response then what he does, which will annoy them if it's twitch.

Here's some code
 1  2  3  4  5  6  7  8  9  10  11  12  13  14  15  16  17  18  19  20  21  22  23  24 `protected static final float MAX_X_CHANGE = 10; // Random numberprotected static final float MAX_Y_CHANGE = 10; // will need testingprotected float currentDesiredX;protected float currentDesiredY;protected float actualX;protected float actualY;protected void interpolateDirection() {  float diffX = currentDesiredX - actualX;  float diffY = currentDesiredY - actualY;  if(Math.abs(diffX) <= MAX_X_CHANGE) {    actualX = currentDesiredX;  }else {    actualX += Math.signum(diffX) * MAX_X_CHANGE;  }    if(Math.abs(diffY) <= MAX_Y_CHANGE) {    actualY = currentDesiredY;  }else {    actualY += Math.signum(diffY) * MAX_Y_CHANGE;  }}`

EDIT - noticed it's just rotation, in which you can just modify the code appropriately. The variable names can be improved =P
_Tumppu_

Senior Newbie

 « Reply #2 - Posted 2012-09-27 16:20:06 »

Well thanks , I will take a look at it
_Tumppu_

Senior Newbie

 « Reply #3 - Posted 2012-09-27 18:15:24 »

Ugh, dunno how to implement this....
RobinB

JGO Ninja

Medals: 45
Projects: 1
Exp: 3 years

Spacegame in progress

 « Reply #4 - Posted 2012-09-27 20:34:44 »

Haha

Well you have this.angle.
You could make another variable this.currentangle

then use something like this:

 1  2  3  4  5  6  7  8 `float diff = this.angle - this.currentangle;if(diff < 0){ diff += (float)Math.PI * 2; }if(diff < Math.PI){    this.currentangle += 0.01f;}else{    this.currentangle -= 0.01f;}`

You check the diffrence between the current and the destination angle.
If its close to the right, move right, else move left.

I always mess up + and - so you might need to switch the variables
_Tumppu_

Senior Newbie

 « Reply #5 - Posted 2012-09-27 20:56:41 »

Haha

Well you have this.angle.
You could make another variable this.currentangle

then use something like this:

 1  2  3  4  5  6  7  8 `float diff = this.angle - this.currentangle;if(diff < 0){ diff += (float)Math.PI * 2; }if(diff < Math.PI){    this.currentangle += 0.01f;}else{    this.currentangle -= 0.01f;}`

You check the diffrence between the current and the destination angle.
If its close to the right, move right, else move left.

I always mess up + and - so you might need to switch the variables

Heh okay thx. That's seems easier
_Tumppu_

Senior Newbie

 « Reply #6 - Posted 2012-09-27 21:04:25 »

Haha

Well you have this.angle.
You could make another variable this.currentangle

then use something like this:

 1  2  3  4  5  6  7  8 `float diff = this.angle - this.currentangle;if(diff < 0){ diff += (float)Math.PI * 2; }if(diff < Math.PI){    this.currentangle += 0.01f;}else{    this.currentangle -= 0.01f;}`

You check the diffrence between the current and the destination angle.
If its close to the right, move right, else move left.

I always mess up + and - so you might need to switch the variables

Thanks dude! That works veeery nicely!
RobinB

JGO Ninja

Medals: 45
Projects: 1
Exp: 3 years

Spacegame in progress

 « Reply #7 - Posted 2012-09-27 22:13:57 »

No problem, i remember i have had this problem once to.
The only problem you could have is; the cannon will be switching between 2 values all the time, with a greater movement rate you can spot this better.
Its easy to fix this problem anyway, didnt want to type to many code
_Tumppu_

Senior Newbie

 « Reply #8 - Posted 2012-09-28 04:49:32 »

Yeh, I noticed that little bug . Gonna try and fix it by myself . Thank you very much again
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