Reputation: 53
I'm trying to implement a method for shooting a bullet towards the mouse position. I don't know the math or the logic for it. It's a 2D top-down game. I have the bullet firing to the right and ending at a certain point. I need to know the logic for firing towards the mouse position, rather than just adding 1 to the x position.
Upvotes: 1
Views: 3685
Reputation: 53
This is my code for spawning the projectiles.
public void spawnProjectile(Input input) {
double mouseX = 0;
double mouseY = 0;
double xVel;
double yVel;
double angle;
if (timer > 0) {
timer--;
}
if (input.isMouseButtonDown(Input.MOUSE_LEFT_BUTTON)) {
mouseX = input.getMouseX();
mouseY = input.getMouseY();
if (projectiles.size() < 1 && timer <= 0) {
projectiles.add(new Projectile((int) x + 8, (int) y + 8, 8, 8));
}
}
if (projectiles.size() > 0) {
for (int i = 0; i < projectiles.size(); i++) {
projectiles.get(i).update(input);
double originX = x;
double originY = y;
angle = Math.atan2(mouseX - originX, mouseY - originY);
xVel = (bulletVel) * Math.cos(angle);
yVel = (bulletVel) * Math.sin(angle);
projectiles.get(i).x += xVel;
projectiles.get(i).y += yVel;
if (projectiles.get(i).timer == 0) {
projectiles.remove();
}
}
}
}
Upvotes: 0
Reputation: 778
Use atan2 to find the angle between the origin of the bullet and the mouse cursor. Then use Sin and Cos to calculate the x and y velocity of the bullet.
psuedo-code
public void ShootBullet()
{
double bulletVelocity = 1.0; //however fast you want your bullet to travel
//mouseX/Y = current x/y location of the mouse
//originX/Y = x/y location of where the bullet is being shot from
double angle = Math.Atan2(mouseX - originX, mouseY - originY);
double xVelocity = (bulletVelocity) * Math.Cos(angle);
double yVelocity = (bulletVelocity) * Math.Sin(angle);
}
Upvotes: 4