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FantasyVII

Waypoint system problem XNA

3 posts in this topic

Hello everyone,

 

So i have a waypoint system implemented in my game, but I have a problem with it.

 

here is the code

public class WayPoint
    {
        Vector2 Direction;
        public int WayPointIndex;
        double Length;

        public Vector2 GetMovment(List<Vector2> WayPointList, Vector2 CurrentPosition, float Speed)
        {
            // Calculate direction vector
            Direction.X = WayPointList[WayPointIndex].X - CurrentPosition.X;
            Direction.Y = WayPointList[WayPointIndex].Y - CurrentPosition.Y;

            // Normalize direction vector to unit length
            Length = Math.Sqrt(Direction.X * Direction.X + Direction.Y * Direction.Y);
            Direction.X /= (float)Length;
            Direction.Y /= (float)Length;

            // Apply movement vector to move
            CurrentPosition.X += (float)Direction.X * Speed;
            CurrentPosition.Y += (float)Direction.Y * Speed;

            if (Length <= Speed)
            {
                if(WayPointIndex <= WayPointList.Count - 2)
                    WayPointIndex++;
            }

            return CurrentPosition;
        }
    } 
class WayPointTestClass
    {
        GraphicsDeviceManager Graphics;

        StreamTexture streamTexture;
        WayPoint waypoint;

        Texture2D texture;
        Vector2 position = new Vector2(0, 0);
        float speed = 0.5f;

        List<Vector2> waypointList = new List<Vector2>();

        public WayPointTestClass()
        {
            streamTexture = new StreamTexture();
            waypoint = new WayPoint();

            waypointList.Add(new Vector2(64,   128));
            waypointList.Add(new Vector2(64,   1216));
            waypointList.Add(new Vector2(256,  1216));
            waypointList.Add(new Vector2(256,  128));
            waypointList.Add(new Vector2(448,  128));
            waypointList.Add(new Vector2(448,  1216));
            waypointList.Add(new Vector2(640,  1216));
            waypointList.Add(new Vector2(640,  128));
            waypointList.Add(new Vector2(832,  128));
            waypointList.Add(new Vector2(832,  1216));
            waypointList.Add(new Vector2(1024, 1216));
            waypointList.Add(new Vector2(1024, 128));
            waypointList.Add(new Vector2(1216, 128));
            waypointList.Add(new Vector2(1216, 1216));
            waypointList.Add(new Vector2(1344, 1216));
            waypointList.Add(new Vector2(1344, 1024));
            waypointList.Add(new Vector2(1644, 1024));
            waypointList.Add(new Vector2(1644, 1644));
            waypointList.Add(new Vector2(2112, 1644));
        }

        public void Initialize(GraphicsDeviceManager Graphics)
        {
            this.Graphics = Graphics;
        }

        public void LoadContent()
        {
            texture = streamTexture.LoadTextureFromStream(Graphics, @"C:\test.png");
        }

        public void Update()
        {
            position = waypoint.GetMovment(waypointList, position, speed);
        }

        public void Draw(SpriteBatch spriteBatch)
        {
            spriteBatch.Draw(texture, position, Color.White);
        }
    } 

So what the code does is basically, take the current position of an enemy unit and take how fast its moving and the list of waypoint the enemy unit should go to.

 

so lets say enemy unit is at (0, 0) and the next waypoint is (0, 100), the enemy unit will go to that point with a speed of lets say 0.4f. now the problem is. when i increase the speed of the enemy unit to 0.5 or 1 or 1.5 or 2. the enemy unit disappears and the CurrentPosition will be equal to "NaN" (when i debug my software) and the code will stop at waypoint number 4 for example. (there is 19 way points). However if i set the speed to any other vault that is not (0.5, 1, 1.5, 2, 2.5, 3, 3.5,etc.....) the enemy unti will go through all the way points and reach its final way point. any idea why is this happening?

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Looks like you’ve got a divide by 0 error where you’re dividing Direction.X and Direction.Y by Length, check to make sure Length isn’t zero before you calculate and apply the movement vector.

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Looks like you’ve got a divide by 0 error where you’re dividing Direction.X and Direction.Y by Length, check to make sure Length isn’t zero before you calculate and apply the movement vector.

 

thank you. that actually helped happy.png

 

I added this code and now its working perfectly.

if (Length != 0)
{
    Direction.X /= (float)Length;
    Direction.Y /= (float)Length;
}
Edited by FantasyVII
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