Actually, depending on his needs, it may be better to use a discrete pixel by pixel method.

You can calculate the angle of the click and the mouse by using:

[source lang="cpp"]angle = atan2f(clickedPosition.y - currentPos.y, clickedPosition.x - currentPos.x);[/source]

Then use the angle to calculate a "final" position, given a maximum distance that a bullet shall move:

[source lang="cpp"]finalX = currentPos.fX + (cos(angle) * maximumMovement);nextY = currentPos.fY + (sin(angle) * maximumMovement);[/source]

And finally use the bresenham algorithm to find all the pixels the buttlet would move by:

[source lang="cpp"]void bresenham(unsigned x0, unsigned y0, unsigned x1, unsigned y1){ int dx = absolute(x1-x0); int dy = absolute(y1-y0); int sx, sy; if (x0 < x1){ sx = 1; } else{ sx = -1; } if (y0 < y1){ sy = 1; } else{ sy = -1; } int err = dx-dy; while (!(x0 == x1 && y0 == y1)){ int errTimesTwo = 2 * err; if (errTimesTwo > -dy){ err -= dy; x0 = x0 + sx; } if (errTimesTwo < dx){ err += dx; y0 += sy; } }}[/source]

Of course you would need some adjusts if you want the bullets to be dodgeable/renderable projectiles.

The advantages of this method is that it is really easy to find the bullet path and check for collisions if you need it.

Hope this helps

### Show differencesHistory of post edits

### #1KnolanCross

Posted 11 December 2012 - 03:25 PM

Actually, depending on his needs, it may be better to use a discrete pixel by pixel method.

You can calculate the angle of the click and the mouse by using:

[source lang="cpp"]angle = atan2f(clickedPosition.y - currentPos.y, clickedPosition.x - currentPos.x);[/source]

Then use calculate a "final" position, given a maximum distance that a bullet shall move:

[source lang="cpp"]finalX = currentPos.fX + (cos(angle) * maximumMovement);nextY = currentPos.fY + (sin(angle) * maximumMovement);[/source]

And finally use the bresenham algorithm to find all the pixels the buttlet would move by:

[source lang="cpp"]void bresenham(unsigned x0, unsigned y0, unsigned x1, unsigned y1){ int dx = absolute(x1-x0); int dy = absolute(y1-y0); int sx, sy; if (x0 < x1){ sx = 1; } else{ sx = -1; } if (y0 < y1){ sy = 1; } else{ sy = -1; } int err = dx-dy; while (!(x0 == x1 && y0 == y1)){ int errTimesTwo = 2 * err; if (errTimesTwo > -dy){ err -= dy; x0 = x0 + sx; } if (errTimesTwo < dx){ err += dx; y0 += sy; } }}[/source]

Of course you would need some adjusts if you want the bullets to be dodgeable/renderable projectiles.

The advantages of this method is that it is really easy to find the bullet path and check for collisions if you need it.

Hope this helps

You can calculate the angle of the click and the mouse by using:

[source lang="cpp"]angle = atan2f(clickedPosition.y - currentPos.y, clickedPosition.x - currentPos.x);[/source]

Then use calculate a "final" position, given a maximum distance that a bullet shall move:

[source lang="cpp"]finalX = currentPos.fX + (cos(angle) * maximumMovement);nextY = currentPos.fY + (sin(angle) * maximumMovement);[/source]

And finally use the bresenham algorithm to find all the pixels the buttlet would move by:

[source lang="cpp"]void bresenham(unsigned x0, unsigned y0, unsigned x1, unsigned y1){ int dx = absolute(x1-x0); int dy = absolute(y1-y0); int sx, sy; if (x0 < x1){ sx = 1; } else{ sx = -1; } if (y0 < y1){ sy = 1; } else{ sy = -1; } int err = dx-dy; while (!(x0 == x1 && y0 == y1)){ int errTimesTwo = 2 * err; if (errTimesTwo > -dy){ err -= dy; x0 = x0 + sx; } if (errTimesTwo < dx){ err += dx; y0 += sy; } }}[/source]

Of course you would need some adjusts if you want the bullets to be dodgeable/renderable projectiles.

The advantages of this method is that it is really easy to find the bullet path and check for collisions if you need it.

Hope this helps