rotation problems when firing - actionscript-3

I have a big problem when I try to rotate my projectiles along with the ship's rotation.
I want my spaceship shoot two shots at once. So I used my first array of projectiles and placed them at the right side of the ship (one shot on the left and one on the right). So far so good.
But when I shoot with my spaceship and I turn around the rotations of the projectiles look very strange. It's hard to describe so here's an image that shows the error in action.
http://imageshack.us/photo/my-images/841/projectilebug.jpg
I have huge problems rotating the projectiles ALONG with the spaceship so that it looks really good. Currently there is one single shot only. My shooting gets screwed up when I rotate and fire at once.
The goal is to create a dual firing cannon like in the picture shown.
Here is some code that places the projectile at the left of the ship (that doesn't really work):
var projectileRadians:Number = (player.frame / 180) * 3.14159;
tempProjectile.x = (player.point.x + 6) + Math.cos(projectileRadians);
tempProjectile.y = (player.point.y + 3) + Math.sin(projectileRadians);
The velocity code:
tempProjectile.nextX = tempProjectile.x;
tempProjectile.nextY = tempProjectile.y;
tempProjectile.dx = rotationVectorList[player.frame].x;
tempProjectile.dy = rotationVectorList[player.frame].y;
This updates the position:
nextX += (dx * (speed + Math.abs(xAdjust))) * step;
nextY += (dy * (speed + Math.abs(yAdjust))) * step;

The velocity code looks ok. You don't seem to be calculating the gun position correctly.
Edit: we're not using the standard trig frame of reference; instead, we're using one where angle=0 means up and angles increase as you rotate clockwise. So we take the standard usage and swap sin and cos.
Here, gx and gy mean the coordinates of a gun relative to the coordinates around which the ship moves. We need to rotate the vector <gx, gy> by the angle before adding it to the ship coords:
cs = Math.cos(projectileRadians);
sn = Math.sin(projectileRadians);
tempProjectile.x = player.point.x + gx * sn - gy * cs;
tempProjectile.y = player.point.y + gx * cs + gy * sn;
It would be a good optimization to restrict the ship's angle to certain values (perhaps every 5 degrees), and put all the trig functions into a table ahead of time. Trig functions are expensive to compute.
Note that this also assumes that positive Y is "up". Computer graphics often start with (0, 0) in the upper left corner and increase Y as you move down, so you may have to switch the sign of Y.

Related

AS3 shooting bullets to cursor from centre of character position

I'm making a top down shooter game. I've got my character moving. All I want to do next is make a bullet shoot from the center of my character to the direction my cursor is at. How would i go about doing this?
I'm really struggling to think of the code i need to make this work.
This will involve simple vector math. There are tons of resources online about this. Here's the basic gist:
1) First, calculate the angle (in radians) between your character and your target (in this case the mouse location). You can use Math.atan2() to perform this calculation.
var angle:Number = Math.atan2(mouseY - playerY, mouseX - playerX);
2) Next, use that angle to create a vector (x,y delta) which represents the direction of travel for your bullet. You use Math.cos() and Math.sin() to compute the x and y value:
var speed:Number = 5;
var vector:Point = new Point(Math.cos(angle) * speed, Math.sin(angle) * speed);
3) Now you can update the bullets position each frame by that vector:
bullet.x += vector.x;
bullet.y += vector.y;
4) And if you want to make your bullet sprite point in the direction of travel, convert that angle to degrees and set the bullet sprite's rotation:
var degrees:Number = angle * (180 / Math.PI);
bullet.rotation = degrees;
Note that for the purpose of the math here, 0 degrees is considered to be right-facing along the x-axis, not up-facing like you might naturally think of 0 degrees (at least I do). What this means is your sprites unrotated orientation should be facing right-ward.

Gravity trajectory with already known destination

I have been spending several days trying to solve this problem and I am about to go mad. Your help would be very much appreciated.
I am using a 2D stage in libgdx. I want to move actors (or sprite) to this stage with a "gravity" display effect: for example for actor1, his initial coordinates are (0, 0), destination coordinates would be (100, 50), and I want to move this actor to this destination with a gravity trajectory effect. Then I want to use the same gravity for actor2 moving from (0, 0) to (25, 75), then actor3 from (0, 0) to (200, 75) etc.
I managed to apply a gravity trajectory to any actor based on this well known loop:
setX(getX() + velocity.x);
setY(getY() + velocity.y);
velocity.y += getGravity().y * delta;
So tweaking the gravity value would modify the trajectory. It works fine.
Now, as I said earlier I want to give every actors a unique trajectory given their predetermined destination.
So I have tried to find a formula to determine the x and y for each actor at every frame of their trajectory
I am using the following static parameters:
gravity.y : same for all actors
delay : the amount of frames during which each actor moves between his initial coordinates and his destination coordinates. Same value for all actors too
First I calculate the velocity with this SUPER UGLY formula that I am absolutely not proud of:
velocity = new Vector2 ( (destinationx - b.getX() )/time, initdisty/time + ( Math.sqrt(delta*1000)*time / ( 500/Math.abs(gravity) ) ));
where delta = Gdx.graphics.getDeltaTime();
Then I apply this velocity each frame to calculate the x and y of each actor:
public void act(float delta){
for (int i=0; i<delay; i++) {
setX(getX() + velocity.x);
setY(getY() + velocity.y);
velocity.y += gravity.y * delta;
}
}
It KIND OF work, but of course, this can not be a long term solid solution. Calculating the x and y for each frame for each actor (there can be 5-6 actors moving at the same time) doesn't look good at all.
The main problem is that the trajectories are good on computer with consistent 60FPS, they are okay on a tablet, but on a phone with limited memory and 30 < fps < 60, the trajectories become terribly wrong.
After reading several blog posts, it seems like I could avoid the multi device memory fps problems by removing the delta parameter from my formulas, but I haven't found how. And it still doesn't give me a strong long term solution to calculate the trajectory with predetermined destination coordinates.
Thanks for reading and for your time, please let me know if this is unclear I'll do my best to explain better.
Cause of the problem
Maintaining both position and velocity leads to discretization of the system resulting in quantization error. So you will experience inconsistent behavior by your current method when fps fluctuates.
Solution
All you need is to reduce your number of state variables to only two i.e. don't store current velocity. It is causing the errors in final position.
In stead use parametric form of the trajectory.
v = u + at
and
s = ut + ½at²
Implementation
Suppose you want to go from (sourceX, sourceY) to (targetX, targetY) in time 'totalTime'.
Calculate initial velocity.
Vector2 initialVelocity = new Vector2((targetX - sourceX) / totalTime,
(targetY - sourceY) / totalTime - gravity * totalTime / 2);
float currentTime = 0;
In each iteration, calculate position directly and keep track of currentTime.
public void act(float delta){
if (currentTime < totalTime) {
currentTime += delta;
setX((initialVelocity.x + gravity.x * currentTime / 2) * currentTime);
setY((initialVelocity.y + gravity.y * currentTime / 2) * currentTime);
} else {
setX(targetX);
setY(targetY);
}
}

Mimick photoshop/painter smooth draw on HTML5 canvas?

As many people knew, HTML5 Canvas lineTo() is going to give you a very jaggy line at each corner. At this point, a more preferable solution would be to implement quadraticCurveTo(), which is a very great way to generate smooth drawing. However, I desire to create a smooth, yet accurate, draw on canvas HTML5. Quadratic curve approach works well in smoothing out the draw, but it does not go through all the sample points. In other word, when I try to draw a quick curve using quadratic curve, sometime the curve appears to be "corrected" by the application. Instead of following my drawing path, some of the segment is curved out of its original path to follow a quadratic curve.
My application is intended for a professional drawing on HTML5 canvas, so it is very crucial for the drawing to be both smooth and precise. I am not sure if I am asking for the impossible by trying to put HTML5 canvas on the same level as photoshop or any other painter applications (SAI, painterX, etc.)
Thanks
What you want is a Cardinal spline as cardinal splines goes through the actual points you draw.
Note: to get a professional result you will also need to implement moving average for short thresholds while using cardinal splines for larger thresholds and using knee values to break the lines at sharp corner so you don't smooth the entire line. I won't be addressing the moving average or knee here (nor taper) as these are outside the scope, but show a way to use cardinal spline.
A side note as well - the effect that the app seem to modify the line is in-avoidable as the smoothing happens post. There exists algorithms that smooth while you draw but they do not preserve knee values and the lines seem to "wobble" while you draw. It's a matter of preference I guess.
Here is an fiddle to demonstrate the following:
ONLINE DEMO
First some prerequisites (I am using my easyCanvas library to setup the environment in the demo as it saves me a lot of work, but this is not a requirement for this solution to work):
I recommend you to draw the new stroke to a separate canvas that is on top of the main one.
When stroke is finished (mouse up) pass it through the smoother and store it in the stroke stack.
Then draw the smoothed line to the main.
When you have the points in an array order by X / Y (ie [x1, y1, x2, y2, ... xn, yn]) then you can use this function to smooth it:
The tension value (ts, default 0.5) is what smooths the curve. The higher number the more round the curve becomes. You can go outside the normal interval [0, 1] to make curls.
The segment (nos, or number-of-segments) is the resolution between each point. In most cases you will probably not need higher than 9-10. But on slower computers or where you draw fast higher values is needed.
The function (optimized):
/// cardinal spline by Ken Fyrstenberg, CC-attribute
function smoothCurve(pts, ts, nos) {
// use input value if provided, or use a default value
ts = (typeof ts === 'undefined') ? 0.5 : ts;
nos = (typeof nos === 'undefined') ? 16 : nos;
var _pts = [], res = [], // clone array
x, y, // our x,y coords
t1x, t2x, t1y, t2y, // tension vectors
c1, c2, c3, c4, // cardinal points
st, st2, st3, st23, st32, // steps
t, i, r = 0,
len = pts.length,
pt1, pt2, pt3, pt4;
_pts.push(pts[0]); //copy 1. point and insert at beginning
_pts.push(pts[1]);
_pts = _pts.concat(pts);
_pts.push(pts[len - 2]); //copy last point and append
_pts.push(pts[len - 1]);
for (i = 2; i < len; i+=2) {
pt1 = _pts[i];
pt2 = _pts[i+1];
pt3 = _pts[i+2];
pt4 = _pts[i+3];
t1x = (pt3 - _pts[i-2]) * ts;
t2x = (_pts[i+4] - pt1) * ts;
t1y = (pt4 - _pts[i-1]) * ts;
t2y = (_pts[i+5] - pt2) * ts;
for (t = 0; t <= nos; t++) {
// pre-calc steps
st = t / nos;
st2 = st * st;
st3 = st2 * st;
st23 = st3 * 2;
st32 = st2 * 3;
// calc cardinals
c1 = st23 - st32 + 1;
c2 = st32 - st23;
c3 = st3 - 2 * st2 + st;
c4 = st3 - st2;
res.push(c1 * pt1 + c2 * pt3 + c3 * t1x + c4 * t2x);
res.push(c1 * pt2 + c2 * pt4 + c3 * t1y + c4 * t2y);
} //for t
} //for i
return res;
}
Then simply call it from the mouseup event after the points has been stored:
stroke = smoothCurve(stroke, 0.5, 16);
strokes.push(stroke);
Short comments on knee values:
A knee value in this context is where the angle between points (as part of a line segment) in the line is greater than a certain threshold (typically between 45 - 60 degrees). When a knee occur the lines is broken into a new line so that only the line consisting of points with a lesser angle than threshold between them are used (you see the small curls in the demo as a result of not using knees).
Short comment on moving average:
Moving average is typically used for statistical purposes, but is very useful for drawing applications as well. When you have a cluster of many points with a short distance between them splines doesn't work very well. So here you can use MA to smooth the points.
There is also point reduction algorithms that can be used such as the Ramer/Douglas/Peucker one, but it has more use for storage purposes to reduce amount of data.

AS3: diagonal movement

I'm programming a flash game, I made an array of points (x and y positions) that some movieclips must follow. Those movieclips have a certain speed (they make steps of 5 pixels for now). When I want to move them horizontally or vertically, everything's fine, I have to add or remove 5 pixels of those clips' x or y. But sometimes they have to move diagonally and now that's complicated.
What I'm doing:
var angle:Number = Math.atan2(nextPoint.y - this.y, nextPoint.x - this.x) * 180 / Math.PI;
var xstep:Number = Math.cos(angle) * this.speed;
var ystep:Number = Math.sqrt(Math.pow(this.speed, 2) - Math.pow(xstep, 2));
this.x += xstep;
this.y += ystep;
It's only a fraction of the code, but I think it's all you need.
Basically, this makes my movieclip do a little step (of this.speed (currently set to 5) pixels).
If the current point and the next point have the same y position, it works fine. When they don't, it doesn't work. The angle is right at first but it slowly decreases (while it should stay the same). I don't know if it's the angle that isn't computed the right way or if it's the x and y steps, but it's one of those, I'm sure.
Try this instead:
var angle:Number = Math.atan2(nextPoint.y - this.y, nextPoint.x - this.x);
var xstep:Number = Math.cos(angle) * this.speed;
var ystep:Number = Math.sin(angle) * this.speed;
Because cos operates on angles in radians, you don't need to convert to degrees. Computing the y component of an angle uses sin, so it should be similar to x. I'm not able to test this, but it's possible that ystep will be backwards and may need to be multiplied by -1.

Drawing an arrow at the end point of the line using line slope

I am developing a white board application which allows the user to draw line with arrow head (some like Microsoft Word line with arrow feature). I am using graphics property along with lineTo() method to draw a line. Now i have to draw a angular arrow on the last point of line. I am drawing the arrow by connecting the points around last points. As 360 line can pass through this point and each line can have a different angle of arrow. Please suggest me the way to calculating these point around the last point.
I've been doing something myself, and I needed it to look a bit nicer than just a triangle, and use relatively inexpensive calculations (as few calls to other functions as possible, like Math trigonometry). Here it is:
public static function DrawArrow(ax:int, ay:int, bx:int, by:int):void
{
// a is beginning, b is the arrow tip.
var abx:int, aby:int, ab:int, cx:Number, cy:Number, dx:Number, dy:Number, ex:Number, ey:Number, fx:Number, fy:Number;
var size:Number = 8, ratio:Number = 2, fullness1:Number = 2, fullness2:Number = 3; // these can be adjusted as needed
abx = bx - ax;
aby = by - ay;
ab = Math.sqrt(abx * abx + aby * aby);
cx = bx - size * abx / ab;
cy = by - size * aby / ab;
dx = cx + (by - cy) / ratio;
dy = cy + (cx - bx) / ratio;
ex = cx - (by - cy) / ratio;
ey = cy - (cx - bx) / ratio;
fx = (fullness1 * cx + bx) / fullness2;
fy = (fullness1 * cy + by) / fullness2;
// draw lines and apply fill: a -> b -> d -> f -> e -> b
// replace "sprite" with the name of your sprite
sprite.graphics.clear();
sprite.graphics.beginFill(0xffffff);
sprite.graphics.lineStyle(1, 0xffffff);
sprite.graphics.moveTo(ax, ay);
sprite.graphics.lineTo(bx, by);
sprite.graphics.lineTo(dx, dy);
sprite.graphics.lineTo(fx, fy);
sprite.graphics.lineTo(ex, ey);
sprite.graphics.lineTo(bx, by);
sprite.graphics.endFill();
}
You can also add the line color and thickness to the argument list, and maybe make it a member function of an extended Sprite, and you have a pretty nice, versatile function :) You can also play a bit with the numbers to get different shapes and sizes (small changes of fullness cause crazy changes in look, so careful :)). Just be careful not to set ratio or fullness2 to zero!
If you store the start and end point of the line, adding the arrow head should be relatively simple. If you subtract the end point coordinates from the start point coordinates, you will get the arrow direction vector (let's call it D). With this vector, you can determine any point on the line between the two points.
So, to draw the arrow head, you would need to determine a point (P1) on the segment that has a specific distance (d1) from the end point, determine a line that passes through it, and is perpendicular to D. And finally get a point (P2) that has a distance (d2) from the previously determined point. You can then determine the point that is symmetrical to P2, relative to D.
You will thus have an arrow head the length of d1 and a base with of 2 * d2.
Some additional information and a few code examples here: http://forums.devx.com/archive/index.php/t-74981.html