Game Development Reference
In-Depth Information
In order to do this, we need to think of the speed as the hypotenuse
of an imaginary triangle. We also already know the angle of the
triangle we
re interested in, because we just used arctangent to solve
it. With this information in hand, we can use the sine and cosine
functions to find the adjacent and opposite sides of this triangle, or
the x and y components, respectively.
'
var xSpeed:Number = Math.cos(angle) * speed;
var ySpeed:Number = Math.sin(angle) * speed;
Once we have these two speeds, we can simply apply them to
the x and y positions of the pointer to move it. In its simplest form,
that code would look like as follows:
pointer.x += xSpeed;
pointer.y += ySpeed;
However, if you were to leave the code like this, you would find
that the pointer would start to move erratically when it got very
close to the mouse. This is because while trying to get as close to
the cursor as possible, it continues to
its target and
will appear to bounce back and forth endlessly. To circumvent this
behavior, we need to check to see if the pointer is close enough to
the mouse so that it can stop moving. Doing so will employ
another method of the Math class, abs() . This method is known in
English as the absolute-value function. When given a number,
either positive or negative, it returns the unsigned value of that
number; Math.abs(4) = 4, Math.abs(
jump over
7)=7,etc.Inourexample,
we want to know whether the distance between the cursor and the
pointer is greater than the distance the pointer is trying to travel.
Sincewecan
'
t know whether difference between the cursor
'
s
position and the pointer
s position will result in a negative number,
we use the absolute value of the number for our calculation to
ensure it is always positive. We also apply the function for the
xSpeed and ySpeed variables because there are situations where
they could be negative as well.
'
if (Math.abs(mouseX - pointer.x) > Math.abs(xSpeed)) pointer.x
+= xSpeed;
if (Math.abs(mouseY - pointer.y)
>
Math.abs(ySpeed)) pointer.y
+= ySpeed;
If you compile the SWF, you will see that this code causes the
pointer to follow the mouse around the screen, always pointing
toward it. While this logic is not what most people would consider
intelligence , it is a form of AI.
Let
'
s look at one more example that will give the pointer a little
more
Open MouseFollowDistance.fla to follow along.
Continuing on our previous examples, we once again have a clip
named pointer and some code in the first frame. However, instead
personality.
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