This looks very promising! A question though: you specify the speed as
1 meter per second, but the player is not always moving, and his
movement is not specified by a timer. He cannot move any faster than a
limit, but he can move as slowly as he wants. Does this throw anything
off, or can I just use the player's stepLength float as speed and
disregard the "per second" component?

On 10/29/11, Ian Mallett <[email protected]> wrote:
> theta = #angle the character is at (in radians)
> speed = #1 meter per second
> x_new = x_old + speed*cos(theta)
> y_new = y_old + speed*sin(theta)
> Ian
>


-- 
Have a great day,
Alex (msg sent from GMail website)
[email protected]; http://www.facebook.com/mehgcap

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