I am in the course of creating a prototype for a Tower Defense game. Right now, I am hacking in some arrows (like bullets from the towers later on) that should point towards the center of monsters running around. I manage to set the rotation accordingly in the first logic call, but I don't know how to change the code to prevent the following from happening: http://recordit.co/jBdXtGGeN8
In short: The arrow rotates the whole time, even though it should spawn rotated and then only rotate for small values to adjust to the moving monster.
Constructor for the Arrow:
public Shot(Vector2 position, EntityV2 target) {
this.sprite = SpriteStore.get().getSprite("resources/sprites/arrowShot.png");
this.position = position;
this.targetEntity = target;
this.rotation = Math.atan2(targetEntity.getBounds().getCenterY()
- position.getY(), targetEntity.getBounds()
.getCenterX() - position.getX());
this.rotation += Math.PI / 2.0;
this.angle = Math.toDegrees(rotation);
this.movementVector = new Vector2();
bounds = new Rectangle((int) position.getX(), (int) position.getY(), sprite.getWidth(), sprite.getHeight());
}
Logic update call:
public void move(float delta) {
position.add((movementVector.getX() * delta) / 1000, (movementVector.getY() * delta) / 1000);
if(targetEntity.getBounds().contains(position.getX(), position.getY())) {
isDone = true;
}
bounds.setLocation((int) position.getX(), (int) position.getY());
rotation = Math.atan2(targetEntity.getBounds().getCenterY()
- position.getY(), targetEntity.getBounds()
.getCenterX() - position.getX());
rotation += Math.PI / 2.0;
angle = Math.toDegrees(rotation);
calculateMovementVector(targetEntity.getCenter());
}
Render call:
public void draw(Graphics2D g) {
int x = (int) position.getX() + sprite.getWidth()/2;
int y = (int) position.getY() + sprite.getHeight()/2;
g.rotate(angle, x, y);
sprite.draw(g, (int) position.getX(), (int) position.getY());
g.rotate(-angle, x, y);
}
The way I calculate the movement Vector(gets applied to the position):
private void calculateMovementVector(Vector2 to) {
float dX = to.getX() - (float) bounds.getCenterX();
float dY = to.getY() - (float) bounds.getCenterY();
float distance = (float) Math.sqrt(dX * dX + dY * dY);
float sX = speed * dX / distance;
float sY = speed * dY / distance;
movementVector.set(sX, sY);
}
I'm assuming your Graphics2D
object is an instance of java.awt.Graphics2D
. That said, I think I know your problem:
You're using degrees when the documentation for rotate()
specifies that you should be passing in a value in radians. As a measurement in degrees is on a very different scale than one in radians, you're going to find that a small change in degrees results in a very large (possible more than a full circle) change in radians. Try commenting out the degrees conversion, and use rotation
instead of angle
for the call to g.rotate()