Jump to content
  • Advertisement

Tom 'Rossy' Rosbotham

Member
  • Content Count

    8
  • Joined

  • Last visited

Community Reputation

100 Neutral

About Tom 'Rossy' Rosbotham

  • Rank
    Newbie
  1. Tom 'Rossy' Rosbotham

    How do I calculate if I should be adding or subtracting rotation?

    Adding wrapping to Simon's code create the functionality I was looking for, but thank you everyone else (particularly you, Zael, as you've taught me some syntax techniques). As you said Zael, Simon's solution was very similar to yours... I don't actually understand how his works and yours didn't. O_o public void mouse() { MouseState mouseState = Mouse.GetState(); Vector2 mouseLoc = new Vector2(mouseState.X, mouseState.Y); if (mouseState.LeftButton == ButtonState.Pressed) { if (!position.Equals(mouseState)) { Vector2 direction = position - mouseLoc; float destAngle = (float)(Math.Atan2(-direction.Y, -direction.X)); position.X += speed * (float)(Math.Cos(rotation)); position.Y += speed * (float)(Math.Sin(rotation)); Console.WriteLine(rotation + " + " + destAngle); float diff = destAngle - rotation; if (diff > Math.PI) { destAngle -= (float)(Math.PI * 2); } else if (diff < -Math.PI) { destAngle += (float)(Math.PI * 2); } if (Math.Abs(destAngle - rotation) <= movingRotationSpeed) { rotation = destAngle; } else { if (destAngle - rotation <= 0) { rotation -= movingRotationSpeed; } else { rotation += movingRotationSpeed; } } rotation = WrapAngle(rotation); } } } private float WrapAngle(float theta) { while (theta < -MathHelper.Pi) { theta += MathHelper.TwoPi; } while (theta > MathHelper.Pi) { theta -= MathHelper.TwoPi; } return theta; }
  2. Tom 'Rossy' Rosbotham

    How do I calculate if I should be adding or subtracting rotation?

    Using an if-statement had the same issue as my original code. I couldn't draw a complete circle on the screen with the ship, as the moment the destination angle went from negative PI to positive PI it would attempt to turn in the opposite direction (the west-axis).
  3. Tom 'Rossy' Rosbotham

    How do I calculate if I should be adding or subtracting rotation?

    Try this: float diff = destAngle - rotation; if (diff > Mathf.PI) { destAngle-=Mathf.PI*2; } else if (diff<-Mathf.PI) { destAngle+=Mathf.PI*2; } if (Mathf.Abs(destAngle-rotation)<=movingRotationSpeed) { rotation=destAngle } else { if (destAngle - rotation <= 0) { rotation -= movingRotationSpeed; } else { rotation += movingRotationSpeed; } } [/quote] That code almost worked perfectly. But I can't explain how it's not working... as it seems to change. It seems that I can only draw two circles in any direction, and then it'll randomly draw the circle in the opposite direction. For example, clockwise, clockwise, attempt to go clockwise again but it turns counter-clockwise... but I can draw figures of 8 indefinitely. I'm guessing I need to "wrap" the angle? private float WrapAngle(float theta) { if (theta < -Math.PI) { theta += (float)(Math.PI * 2); } if (theta > Math.PI) { theta -= (float)(Math.PI * 2); } return theta; } EDIT: The issue arises when the angle reaches ~8 (positive or negative). The rotation than starts dropping, rather than wrapping or just getting higher.
  4. Tom 'Rossy' Rosbotham

    How do I calculate if I should be adding or subtracting rotation?

    [background=rgb(250, 251, 252)]Sorry, I was editing that post as you wrote. I managed to successfully translate the code, after Googling all the syntax I didn't understand. But thank you for also clarifying.[/background] ___ If I use the while loop as provided in the code, the ship will instantly turn to face the cursor with no "turning" actually present. It just always looks at the cursor. However, while using the while-loop, the rotation itself is perfect. However, changing the while to an if-loop gives me the "turning" I'm looking for. However, the issue I had with my own code is exactly the same in this code. Upon attempting to cross the west-axis, the ship attempts to do a 359-degree spin in the opposite direction. With forward motion enabled (rather than a stationary sprite), the ship just ~~~~~~~~ in a straight line.
  5. Tom 'Rossy' Rosbotham

    How do I calculate if I should be adding or subtracting rotation?

    While I'm thankful for it, I don't understand your help. It's both in a different language, and I'm at a loss to translate it because I don't know what <<, >>, cin, cout, etc, do.
  6. Tom 'Rossy' Rosbotham

    How do I calculate if I should be adding or subtracting rotation?

    I'm not sure I understand this syntax? But that aside. I've disabled forward motion for the purposes of testing without it going off the screen. Your solution has seemingly worsened the problem. Whenever the destination is above the X-axis, it turns to face left and then stops rotating. Now given that it is impossible for it to not rotate (there's no if condition where it doesn't rotate): that means that it reaches an argument where both statements are true, and the ship is turning up then down again instantly.
  7. Tom 'Rossy' Rosbotham

    How do I calculate if I should be adding or subtracting rotation?

    Not what I mean at all. I'm asking for what calculation I need to compare the current angle and the destination angle in order to determine whether to rotate the ship clockwise or counterclockwise.
  8. (I'm an XNA/C# Newbie). I currently have an Asteroids-style character that is controlled by the mouse. However, I'm having an issue when my ship's movement would have it turn across the "west" line. This is my current code for rotating: if (destAngle - rotation <= 0) { rotation -= movingRotationSpeed; } else { rotation += movingRotationSpeed; } However, an issue arises when the mouse crosses over the "west" line (with respect to the sprite). The destAngle changes from -3.140 to +3.140 (radians/PI). If I'm going clockwise at the time, the ship will then do a massive anti-clockwise movement (and vice verse). What computation should I be doing to determine if the ship should move clockwise or anti-clockwise given I have its current angle and the destination angle? Here is my entire code segment for that method: MouseState mouseState = Mouse.GetState(); Vector2 mouseLoc = new Vector2(mouseState.X, mouseState.Y); Vector2 direction = position - mouseLoc; destAngle = (float)(Math.Atan2(-direction.Y, -direction.X)); if (mouseState.LeftButton == ButtonState.Pressed) { Console.WriteLine(rotation + " + " + destAngle); if (destAngle - rotation <= 0) { rotation -= movingRotationSpeed; } else { rotation += movingRotationSpeed; } if (position.X == mouseState.X && position.Y == mouseState.Y) { } else { //The ship always moves "forward". position.X += speed * (float)(Math.Cos(rotation)); position.Y += speed * (float)(Math.Sin(rotation)); } }
  • Advertisement
×

Important Information

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

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!