Reputation: 1
I'm trying to make a game where bullets are shot at a target's last location. The bullets should miss the target unless the target is not moving. Each bullet should continuously move in a single direction using the most recently calculated angle.
for (var z=0; z < this.bullets.length; z++){
var by = enemy1.y - posY;
var bx = enemy1.x - posX;
var fangle = Math.atan2 (by, bx);
velocitiesx[z] = Math.cos(fangle) * 1;
velocitiesy[z] = Math.sin(fangle) * 1;
bullets[z].x += velocitiesx[z] ;
bullets[z].y += velocitiesy[z] ;
}
Here is my problem: When the target is not moving, the bullets correctly hit the target. However, when the shooter is moving, but the target is still, all of the bullets miss -- but those bullets should all hit the still, non moving target.
I think what is happening is the program keeps calculating the angle for the newest bullet and using that calculated on the older bullets, causing them to change direction. I am not sure how I could make it so that each new bullet follows the most recently calculated angle and keeps moving in that direction.
changed to (still same problem):
function fire(){
counter++;
if (37 in keys && counter >= firerate ) {
var by = enemy1.y - posY;
var bx = enemy1.x - posX;
var fangle = Math.atan2 (by, bx);
velxf = Math.cos(fangle) * 1;
velyf = Math.sin(fangle) * 1;
bullets[bullets.length] = new Box({
x: posX ,
y: posY ,
width: 4,
height: 4,
color: '#7FFF00',
});
counter = 0;
} }
function movebullets(){
for (var z=0; z < this.bullets.length; z++){
bullets[z].x += velxf ;
bullets[z].y += velyf ;
}
}
Upvotes: 0
Views: 504
Reputation: 1
calculated angle and velxf and velyf on fire....and made velxf and velyf properties of box as suggested by kokodoko
bullets[bullets.length] = new Box({
x: posX ,
y: posY ,
width: 4,
height: 4,
color: '#7FFF00',
velxb: velxf,
velyb: velyf,
});
function movebullets(){
for (var z=0; z < this.bullets.length; z++){
bullets[z].x += bullets[z].velxb ;
bullets[z].y += bullets[z].velyb ;
}
}
Upvotes: 0