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Trouble with 2D speed vectoring.


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#1 xzbobzx   Members   -  Reputation: 120

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Posted 08 November 2012 - 11:20 AM

So I'm working on a 2D, top-down racer-ish game and I devised an interesting algorithm using cosines and angles to calculate the speed vector. Too bad for me, it doesn't work like it's supposed to.

if( Rotation > 0 && Rotation < 90 )
{
  float Section_A = Speed*cos(90-Rotation);
  Velocity_Y = Speed*cos(Rotation);
  Velocity_X = Section_A - Section_A - Section_A;
}
else if( Rotation > 90 && Rotation < 180)
{
  float Section_B = Speed*cos(180-Rotation);
  float Section_C = Speed*cos(Rotation-90);
  Velocity_Y = Section_B - Section_B - Section_B;
  Velocity_X = Section_C - Section_C - Section_C;
}
else if( Rotation > 180 && Rotation < 270)
{
  float Section_D = Speed*cos(Rotation-180);
  Velocity_Y = Section_D - Section_D - Section_D;
  Velocity_X = Speed*cos(270-Rotation);
}
else if( Rotation > 270 && Rotation < 360)
{
  Velocity_Y = Speed*cos(360-Rotation);
  Velocity_X = Speed*cos(Rotation-270);
}
else if( Rotation < 1 )
{ Velocity_Y = Speed; Velocity_X = 0; }
else if( Rotation > 89 && Rotation < 91 )
{ Velocity_Y = 0; Velocity_X = Speed - Speed - Speed; }
else if( Rotation > 179 && Rotation < 181 )
{ Velocity_Y = Speed - Speed - Speed; Velocity_X = 0; }
else if( Rotation > 269 && Rotation < 271 )
{ Velocity_Y = 0; Velocity_X = Speed; }
Position_Y = Position_Y + Velocity_Y;
Position_X = Position_X + Velocity_X;

(0 rotation means the car is facing down, 90 it's facing left, 180 up, 270 right.
At >359 rotation goes insta 0.)

All that this does, is spaz out.
In my theory it should work, but apparently it does not.
Can anyone help?

Sponsor:

#2 Álvaro   Crossbones+   -  Reputation: 12923

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Posted 08 November 2012 - 12:03 PM

I think this is all you need:
double const pi = atan(1.0)*4.0;
double const degrees = pi/180.0;

Velocity_X = -Speed * sin(Rotation * degrees);
Velocity_Y = Speed * cos(Rotation * degrees);

You need to make sure your angles are in radians before you pass them to cos() or sin().

#3 Cornstalks   Crossbones+   -  Reputation: 6974

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Posted 08 November 2012 - 12:07 PM

Wild guess: most trig functions (sin, cos, etc.) work with radians, not degrees. Try converting your degrees to radians (radians = degrees * 3.14159265359f / 180.0f) before doing sin/cos.

[edit]

Aaaaaand ninja'd

Edited by Cornstalks, 08 November 2012 - 12:07 PM.

[ I was ninja'd 71 times before I stopped counting a long time ago ] [ f.k.a. MikeTacular ] [ My Blog ] [ SWFer: Gaplessly looped MP3s in your Flash games ]

#4 xzbobzx   Members   -  Reputation: 120

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Posted 08 November 2012 - 01:14 PM

I think this is all you need:

double const pi = atan(1.0)*4.0;
double const degrees = pi/180.0;

Velocity_X = -Speed * sin(Rotation * degrees);
Velocity_Y = Speed * cos(Rotation * degrees);

You need to make sure your angles are in radians before you pass them to cos() or sin().


That works great!
Thanks man, massive kudos.




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