I am coding a game and want a projectile to go from one location to the next moving at intervals every frame.
I've been playing around with the slope-intercept method of determining things and I'm getting close, but I am stuck.
Here is my code so far:
animationFrame = refresh;
double x, y, xPerF; //Values for drawing
double m, b; //Value for slope and y-intercept
double x1, x2, y1, y2; //Values for the targets
x1 = getCenterX();
x2 = Canvas.target[shotTarget].getCenterX();
y1 = getCenterY();
y2 = Canvas.target[shotTarget].getCenterY();
xPerF = Point2D.distance(x1, y1, x2, y2)/animationSpeed;
//Calculate slope
if(x2>x1) m = (y2-y1)/(x2-x1);
else if(x2<x1) m = (y1-y2)/(x1-x2);
else m = 0;
//Calculate the y-intercept
b = m * x1 - y1;
if(b<0) b = -b + Canvas.myHeight;
else {
b -= Canvas.myHeight;
if(b<0) b = -b;
}
//Calculate the x value
if(x1>x2) x = x1 - (xPerF * animationFrame);
else if(x1<x2) x = x1 + (xPerF * animationFrame);
else x = x1;
//Calculate the y value
if(m!=0) y = (m * x + b) - Canvas.myHeight;
else {
if(y1>y2) y = y1 - (xPerF * animationFrame);
else y = y1 + (xPerF * animationFrame);
}
g.fillOval((int) x - 15, (int) y - 15, 30, 30);
//Debugging
System.out.println("Frame " + animationFrame + " of " + animationSpeed + " | " + y + " = " + m + " * " + x + " + " + b + " | at speed of " + xPerF);
I expect the animation to end at the target location, but it always either overshoots or is right on target. It mainly overshoots when the target is pretty kind of straight above the tower, give or take a few x co-ordinates. I have worked this out to be a quadrant 1 x-y plane and I believe the problem I have now lies with how I am calculating my slope. Thanks!
Here is a mini applet to demonstrate: https://drive.google.com/file/d/1fCTFJzulY1fcBUmdV6AXOd7Ol1g9B3lo/view?usp=sharing
Click on each target to target it
I figured it out. Instead of calculating the coordinates with slope-intercept method, I simply calculated the intervals I would have to increment y and x per frame and incremented them based on the frame of the animation.
double x, y, xPerF, yPerF; //Values for drawing
double x1, x2, y1, y2; //Values for the targets
x1 = getCenterX();
x2 = Canvas.target[shotTarget].getCenterX();
y1 = getCenterY();
y2 = Canvas.target[shotTarget].getCenterY();
xPerF = (Math.max(x1, x2) - Math.min(x1, x2))/animationSpeed;
yPerF = (Math.max(y1, y2) - Math.min(y1, y2))/animationSpeed;
if(x1>x2) x = x1 - xPerF * animationFrame;
else if(x1<x2) x = x1 + xPerF * animationFrame;
else x = x1;
if(y1>y2) y = y1 - yPerF * animationFrame;
else if(y1<y2) y = y1 + yPerF * animationFrame;
else y = y1;
g.fillOval((int) x - 15, (int) y - 15, 30, 30);