zwe|sam

06-13-2003, 12:14 AM

hi all

i have a problem with my move by mouse implementation

whatever the angle is in a quadrant, my player moves with a PI/4 angle in the direction

i check the angle, it changes correctly with the mouse position

here is the pieces of code i'm using :

/* function: mouse_manager

desc : mouse management

args : void

returns : void */

void

mouse_manager (void)

{

int middle_x = WIDTH >> 1;

int middle_y = HEIGHT >> 1;

int dx = 0;

int dy = 0;

SDL_GetMouseState(&dx, &dy);

dx -= middle_x;

dy = middle_y - dy;

me->angle_x = atan2 (dy, dx);

if (me->angle_x > 2*M_PI)

me->angle_x -= 2*M_PI;

else if (me->angle_x < -2*M_PI)

me->angle_x += 2*M_PI;

}

this function is called on each iteration of my main loop (while (finished == 0) { ... })

and now how i rotate and move the player :

glRotatef(temp->angle_x*(180/M_PI)-90, 0.0f, 0.0f, 1.0f);

notice that the z-axis is from bottom to top in my viewport

/* up and down */

if (keys->w)

{

dx += cos (me->angle_x) * speed;

dy += sin (me->angle_x) * speed;

}

if (keys->s)

{

dx -= cos (me->angle_x) * speed;

dy -= sin (me->angle_x) * speed;

}

and of course, i add dx and dy to my player position

i can't see where is the problem !

thanks for help

- sam

i have a problem with my move by mouse implementation

whatever the angle is in a quadrant, my player moves with a PI/4 angle in the direction

i check the angle, it changes correctly with the mouse position

here is the pieces of code i'm using :

/* function: mouse_manager

desc : mouse management

args : void

returns : void */

void

mouse_manager (void)

{

int middle_x = WIDTH >> 1;

int middle_y = HEIGHT >> 1;

int dx = 0;

int dy = 0;

SDL_GetMouseState(&dx, &dy);

dx -= middle_x;

dy = middle_y - dy;

me->angle_x = atan2 (dy, dx);

if (me->angle_x > 2*M_PI)

me->angle_x -= 2*M_PI;

else if (me->angle_x < -2*M_PI)

me->angle_x += 2*M_PI;

}

this function is called on each iteration of my main loop (while (finished == 0) { ... })

and now how i rotate and move the player :

glRotatef(temp->angle_x*(180/M_PI)-90, 0.0f, 0.0f, 1.0f);

notice that the z-axis is from bottom to top in my viewport

/* up and down */

if (keys->w)

{

dx += cos (me->angle_x) * speed;

dy += sin (me->angle_x) * speed;

}

if (keys->s)

{

dx -= cos (me->angle_x) * speed;

dy -= sin (me->angle_x) * speed;

}

and of course, i add dx and dy to my player position

i can't see where is the problem !

thanks for help

- sam