Hi,
Reverse the difference calculation in the atan2 method. Those parameters
determine the slope from the perspective of one of the two points. So change
it to this and it should work:
var theRadians:Number = Math.atan2(( goodGuy._y-_y), (goodGuy._x-_x));
Jobe Makar
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----- Original Message -----
From: "JesterXL" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Monday, February 06, 2006 11:56 AM
Subject: [Flashcoders] Bullet Angle
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
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