I've got some bullet code that is dependent upon the rotation. However, my results are backwards; meaning, I have to invert my results to get the bullet to move at the right angle. Granted, it works, but I feel uncomfortable since I don't understand why it's backwards. Anyone explain why, or give me a better algo?
// my ship var theRadians:Number = Math.atan2((_y - goodGuy._y), (_x - goodGuy._x)); var theDegrees:Number = theRadians * 180 / Math.PI; _rotation = theDegrees; // the bullet code var deltaX:Number = targetX - _x; var deltaY:Number = targetY - _y; var angle:Number = p_shipFiring._rotation; angle = angle * Math.PI / 180; theX = speed * Math.cos(angle); theY = speed * Math.sin(angle); // only works if I invert...??? theX *= -1; theY *= -1; Thanks if you can help! --JesterXL _______________________________________________ Flashcoders mailing list [email protected] http://chattyfig.figleaf.com/mailman/listinfo/flashcoders

