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Make sprite follow an array of points in a grid

4 posts in this topic



I need help with understanding how to approach the logic of this.

So i have an array of points which my sprite will follow at a fixed speed the array looks like this:



   {"X":"2"   ,"Y":"2"},
   {"X":"9"   ,"Y":"2"},
   {"X":"10" ,"Y":"3"},
   {"X":"1"   ,"Y":"3"}



My grids are 50 by 50 pixels and my sprite moves at 4 pixels per second.


Now I set up my sprite info so i have and i can calculate the line the sprite will take quite easily:

sprite.currentLocationX = path[0].X * 50;
sprite.currentLocationY = path[0].Y * 50;

sprite.dX = path[1].X * 50; //destination X

sprite.dY = path[1].Y * 50; //destination Y



My question is how do you calculate when the sprite has passed destination X:Y and so update the sprite's destination ?


I update the sprite's X:Y current location every frame using delta*speed.


I thought about using the idea of checking when X:Y is greater than destination X:Y but that merely assumes the sprite is moving north east only. 


If it matters in terms of explaining the way to work it out, my sprites moving in 8 compass directions.


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I wrote the answer in pseudo-code. I can translate it to English if it is not clear enough.
// advance_along_path returns whether we have arrived at the end of the path

bool advance_along_path(float stepLength) {
  while (distance(sprite.currentLocation, path[currentTarget]) <= stepLength) {
    stepLength -= distance(sprite.currentLocation, path[currentTarget]);
    sprite.currentLocation = path[currentTarget];
    if (currentTarget == path.length())
      return true;
  sprite.currentLocation += normalize(path[currentTarget] - sprite.currentLocation) * stepLength;
  return false;
Edited by Álvaro

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