Jump to content
  • Advertisement
Sign in to follow this  
XwingVmanX

How to have a Sprite follow the player?

This topic is 2170 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I was trying to figure out how to make a sprite always look at the players current position. My problem is I am not sure how to check which way the sprite is facing in relation to the players position and adjust him accordingly. I would be grateful if I could get any suggestions as to how to start approaching this.

Share this post


Link to post
Share on other sites
Advertisement
Trig :) sohcahtoa or whatever you where tought, and you can find the angle between the sprite and your player, then just rotate it.

E.g. [Badly done picture]
vx6Au.png
excuse the math ... might not be right, been ages since i done somthing like this :P

Share this post


Link to post
Share on other sites
I'll assume you are using c# and XNA. You should use Math.atan2(x2-x1,y2-y1) instead of atan(dx/dy) so you don't have to worry about special case dy=0 and don't have to find wich side the target is. Also what I like to use in cases like these I like to use the following code.

targetangle=Math.Atan2(target.x-this.x,target.y-this.y)//get the angle to the target

turnangle=targetangle-currentangle;//get the difference between the current angle and the target angle

if(turnangle>2*Math.PI)//make sure to wrap the angle between 0 and 2PI
turnangle-=2*Math.PI
if(turnangle<0)
turnagnel+=2*Math.PI

if(turnangle<Math.PI&&turnangle>Deadzone){//Check wich side you should turn to get to your target.
turnright();
}
else if(turnangle>Math.PI&&turnangle<(2*Math.PI)-Deadzone)
{
turnleft();
}


This should always turn to the direction that is closer to the target. Deadzone is the amount of radians(you get radians from degrees with degrees/360*(2*PI)) the seeker can be off course before it starts to correct its course and should always be between 0 and PI radians(0 and 180 degrees) for this to work correctly.
If there are any errors in the code or elsewhere I blame the late hours. Edited by PunCrathod

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!