Reputation: 9
I am making a 2D top-down shooter in Java (uni project) but hit a problem with bullet aiming - I am unsure why the angle is incorrect, and how to correct it.
The player shoots bullets at the cursor location on mousedown. I am using dx/y = (x/ytarget - x/yorigin), normalising and incrementing the bullets x/y pos with dx each tick.
When the cursor is moved, the firing angle tracks the cursor - but the angle is off by 45 degrees or so The white circle is player, red is cursor and bullets the yellow dots.
I dont have rep to post images (first post), here is a link that shows the error of the angle.
Here is the bullet class:
note - update() is called by the main game loop
import java.awt.*;
import java.awt.MouseInfo;
public class Bullet {
private double x;
private double y;
private int r;
private double dx;
private double dy;
private double speed;
private double angle;
private Point c;
private Color color1;
public Bullet(int x, int y) {
this.x = x;
this.y = y;
r = 3;
speed = 30;
color1 = Color.YELLOW;
c = MouseInfo.getPointerInfo().getLocation();
// getting direction
dx = c.x - x;
dy = c.y - y;
double distance = Math.sqrt(dx*dx + dy*dy);
dx /= distance;
dy /= distance;
}
public boolean update() {
x += dx*speed;
y += dy*speed;
if(x < -r || x > GamePanel.WIDTH + r ||
y < -r || y > GamePanel.HEIGHT + r) {
return true;
}
return false;
}
public void draw(Graphics2D g) {
g.setColor(color1);
g.fillOval((int) (x - r), (int) (y - r), 2 * r, 2 * r);
}
}
Upvotes: 0
Views: 175
Reputation: 1
I got a similar game and this is the code I used
import java.awt.Graphics2D;
import araccoongames.pongadventure.game.Entity;
import araccoongames.pongadventure.game.Game;
import araccoongames.pongadventure.game.MapLoader;
public class Ball extends Entity {
private float speed = 8;
private float speedx;
private float speedy;
private float degree;
public Ball(float posx, float posy, Game game) {
super(0, 0, game);
this.posx = posx;
this.posy = posy;
// posx = ball x position
// posy = ball y position
// game.input.MOUSEY = mouse y position
// game.input.MOUSEX = mouse x position
degree = (float) (270 + Math.toDegrees(Math.atan2(posy - game.input.MOUSEY, posx - game.input.MOUSEX))) % 360;
speedx = (float) (speed * Math.sin(Math.toRadians(degree)));
speedy = (float) (speed * Math.cos(Math.toRadians(degree)));
}
@Override
public void render(Graphics2D g) {
drawImage(game.texture.SPRITE[0][1], g);
}
@Override
public void update() {
posx += speedx;
posy -= speedy;
}
}
Upvotes: 0