[code]
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
namespace Enemy_AI_Tests
{
class Chaser
{
public Vector2 mFaceThis;
Vector2 mPosition = new Vector2(400, 400);
Texture2D mTexture;
public void LoadContent(ContentManager theContent)
{
mTexture = theContent.Load<Texture2D>("chasers");
}
public void Update(GameTime theTime)
{
float radians = (float)Math.Atan2(mFaceThis.X, mFaceThis.Y);
float degrees = MathHelper.ToDegrees(radians);
Vector2 speed = new Vector2((float)Math.Cos(degrees),
(float)Math.Sin(degrees)) * 2.0f;
mPosition += speed;
}
public void Draw(SpriteBatch theBatch)
{
theBatch.Draw(mTexture, mPosition, Color.Lime);
}
}
}
[/code]
As you can see this should face the desired target (I have specified that in my game1 class) and move towards it. However it just travels in circles... Any suggestions?
Switch around mFaceThis.X and mFaceThis.Y in the arguments passed to Atan2, it takes them as Y, X.
also you probably have to do something like:
[code]
float radians = (float)Math.Atan2(mFaceThis.Y - mPosition.Y, mFaceThis.X - mPosition.X));
[/code]
Ahh. Thanks man. I'll try it now. I swear to god I've seen you around the XNA Forums...
Yeah, I lurk a lot and even post sometimes :)
Thought so. It didn't fix the problem... Could it be the part where I convert it to Degrees?
Game1 Class
[code]
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;
namespace Enemy_AI_Tests
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Cat mCat;
Chaser mChaser;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
protected override void Initialize()
{
// TODO: Add your initialization logic here
mCat = new Cat();
mChaser = new Chaser();
base.Initialize();
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
// TODO: use this.Content to load your game content here
mCat.LoadContent(Content);
mChaser.LoadContent(Content);
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// all content.
/// </summary>
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
// TODO: Add your update logic here
mCat.Update(gameTime);
mChaser.Update(gameTime);
mChaser.mFaceThis = mCat.mPosition;
base.Update(gameTime);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
// TODO: Add your drawing code here
spriteBatch.Begin();
mCat.Draw(spriteBatch);
mChaser.Draw(spriteBatch);
spriteBatch.End();
base.Draw(gameTime);
}
}
}
[/code]
[editline]09:48PM[/editline]
Nevermind... got it working. Missing a "-" symbol :P
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