Libgdx Trigonometry Wrong Angle -


i building top down shooter counter strike 2d there problem velecity:

public class player extends entity {  private float movespeed; private float turnspeed; private float maxspeed; private float movefriction; private float turnfriction;  private texture tex; private sprite sprite;  private arraylist<bullet> bullets;  public player() {     movespeed = 15 / game.ppm;     turnspeed = 400 / game.ppm;     maxspeed = 300 / game.ppm;     movefriction = 5 / game.ppm;     turnfriction = 10 / game.ppm;      tex = new texture(gdx.files.internal("ingame/tempplayer.png"));     sprite = new sprite(tex);      bodydef = new bodydef();     bodydef.position.set(game.cam.position.x / game.ppm, game.cam.position.y / game.ppm);     bodydef.type = bodytype.dynamicbody;     body = game.world.createbody(bodydef);      shape = new polygonshape();     shape.setasbox(sprite.getwidth() / 2 / game.ppm, sprite.getheight() / 4 / game.ppm);      fixdef = new fixturedef();     fixdef.shape = shape;     body.createfixture(fixdef);      shape.setasbox(sprite.getwidth() / 10 / game.ppm, sprite.getheight() / 5 / game.ppm, new vector2(sprite.getwidth() / 2 / game.ppm, sprite.getheight() / 3 / game.ppm), 0 / game.ppm);      fixdef.shape = shape;     body.createfixture(fixdef);      bullets = new arraylist<bullet>(); }  public void update(float dt) {     sprite.setcenter(body.getposition().x * game.ppm, body.getposition().y * game.ppm);     sprite.setrotation(body.getangle() * mathutils.radianstodegrees);      // fricton     if (body.getlinearvelocity().x > 0) {         body.setlinearvelocity(body.getlinearvelocity().x - movefriction, body.getlinearvelocity().y);     } else if (body.getlinearvelocity().x < 0) {         body.setlinearvelocity(body.getlinearvelocity().x + movefriction, body.getlinearvelocity().y);     }     if (body.getlinearvelocity().y > 0) {         body.setlinearvelocity(body.getlinearvelocity().x, body.getlinearvelocity().y - movefriction);     } else if (body.getlinearvelocity().y < 0) {         body.setlinearvelocity(body.getlinearvelocity().x, body.getlinearvelocity().y + movefriction);     }     if (body.getangularvelocity() > 0) {         body.setangularvelocity(body.getangularvelocity() - turnfriction);     } else if (body.getangularvelocity() < 0) {         body.setangularvelocity(body.getangularvelocity() + turnfriction);     }      // max speed     if (body.getlinearvelocity().x > maxspeed) {         body.setlinearvelocity(maxspeed, body.getlinearvelocity().y);     } else if (body.getlinearvelocity().x < -maxspeed) {         body.setlinearvelocity(-maxspeed, body.getlinearvelocity().y);     }     if (body.getlinearvelocity().y > maxspeed) {         body.setlinearvelocity(body.getlinearvelocity().x, maxspeed);     } else if (body.getlinearvelocity().y < -maxspeed) {         body.setlinearvelocity(body.getlinearvelocity().x, -maxspeed);     }      // player movement     if (body.getangle() >= 360) {         body.settransform(body.getposition().x, body.getposition().y, 0);     }      float xvel = -(mathutils.sin(body.getangle()) * movespeed);     float yvel = mathutils.cos(body.getangle()) * movespeed;      if (gdx.input.iskeypressed(keys.left)) {         body.setangularvelocity(turnspeed);     } else if (gdx.input.iskeypressed(keys.right)) {         body.setangularvelocity(-turnspeed);     } else {         body.setangularvelocity(0);     }     if (gdx.input.iskeypressed(keys.up)) {         body.setlinearvelocity(body.getlinearvelocity().x + xvel, body.getlinearvelocity().y + yvel);     } else if (gdx.input.iskeypressed(keys.down)) {         body.setlinearvelocity(body.getlinearvelocity().x - xvel, body.getlinearvelocity().y - yvel);     }     if (gdx.input.iskeyjustpressed(keys.space)) {         bullets.add(new bullet(body.getposition().x, body.getposition().y, body.getangle()));     }      // camera movement     game.b2dcam.position.set(body.getposition().x, body.getposition().y, 0);     game.cam.position.set(body.getposition().x * game.ppm, body.getposition().y * game.ppm, 0);      (int = 0; < bullets.size(); i++) {         bullets.get(i).update(dt);     } }  public void render(spritebatch sb) {     sb.setprojectionmatrix(game.cam.combined);     sprite.draw(sb);     (int = 0; < bullets.size(); i++) {         bullets.get(i).render(sb);     } }  public void dispose() {     tex.dispose();     shape.dispose(); } 

on part of code trying go looking , should work this

float xvel = mathutils.cos(body.getangle()) * movespeed;     float yvel = mathutils.sin(body.getangle()) * movespeed;      if (gdx.input.iskeypressed(keys.left)) {         body.setangularvelocity(turnspeed);     } else if (gdx.input.iskeypressed(keys.right)) {         body.setangularvelocity(-turnspeed);     } else {         body.setangularvelocity(0);     }     if (gdx.input.iskeypressed(keys.up)) {         body.setlinearvelocity(body.getlinearvelocity().x + xvel, body.getlinearvelocity().y + yvel);     } else if (gdx.input.iskeypressed(keys.down)) {         body.setlinearvelocity(body.getlinearvelocity().x - xvel, body.getlinearvelocity().y - yvel);     } 

but when character moves sideways when try go forward

İf change cos , sin's places works fine shouldn't

float xvel = -(mathutils.sin(body.getangle()) * movespeed);     float yvel = mathutils.sin(body.getangle()) * movespeed; 

a possible cause because player texture (the png/jpg itself) may not pointing right, considered 0 degree angle.

if that's case easiest solution edit texture player points right.

all of code seems fine, except this:

// player movement if (body.getangle() >= 360) {     body.settransform(body.getposition().x, body.getposition().y, 0); } 

where compare radians degrees. anyway if-clause should not necessary, box2d clamp angle value between 0 , 2*pi.


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