This almost works, but when I click on a point that has a smaller X
value than it's current position it reverses the Y Direction.

On Aug 27, 1:01 pm, Robert Green <rbgrn....@gmail.com> wrote:
> Direction will be in the range -180 to 180 so don't use abs!  Always
> use sin/cos for y/x respectively when in y+ down 2D coordinate
> systems, otherwise x/y respectively.
>
> Here is kind of what you want
>
> // tickDelta should be something like .016f to .033f - definitely
> should total 1.0f per second :)
> float tickDelta = (currentMs - lastMs) / 1000f;
> // now mMoveSpeed can be expressed in units-per-second and it'll work
> at any framerate if you multiply by tickdelta
>
> float touchDelta = (float)(TouchY - V.CurY) / (TouchX - V.CurX);
> float dirRads = (float)Math.atan(touchDelta);
> float amountX = (float)Math.cos(dirRads) * mMoveSpeed * tickDelta;
> float amountY = (float)Math.sin(dirRads) * mMoveSpeed * tickDelta;
> x += amountX;
> y += amountY;
>
> // no additional checks needed.  This is how you do 2D directional
> movement.
> // this assumes that either TouchX/TouchY or V is set only when the
> touch is touched down initially so that a vector is made when the
> touch moves and that value is not updated.
>
> On Aug 26, 8:40 pm, Jeffrey <jeffisagen...@gmail.com> wrote:
>
>
>
> > I know this is more of a general programming question, but my Android
> > friends here have always been helpful. I am trying to make an image
> > move from one part of the screen to a position the user touches, as a
> > constant speed. I don't know the best way to go about doing this and
> > the way I have been trying to get to work is taxing my brain too much.
>
> > I have been using geometry to calculate slope, then using Sin *
> > movement speed to calculate the difference in X,Y coordinates.
>
> > This is the code I'm looking at:
>
> >                         TouchX = V.TX; (This is the touch event coordinates
> >                         TouchY =
> > V.TY;                                                      )
>
> >                         Slope = (TouchY - V.CurY) / (TouchX - V.CurX);  
> > (this figures out
> > the slope of the line to the touch point)
> >                         DegreeSlopeY = Math.atan(Slope);
> >                         DegreeSlopeY = Math.abs(DegreeSlopeY);
> >                                                         (this is so
> > that I can calculate the direction the image should travel along the
> > slope)
> >                         DegreeSlopeX = (90.0000000000000 - DegreeSlopeY);
> >                         NewY = (mMoveSpeed * Math.sin(DegreeSlopeY)); (This 
> > calculates the
> > shift in Y axis for the image)
> >                         NewX = (mMoveSpeed * Math.sin(DegreeSlopeX));  
> > (This calculates the
> > shift in X axis for the image)
> >                         if(TouchX < V.CenterX) NewX = -NewX;    (This is to 
> > finish
> > calculating the correct X axis direction to travel)
> >                         if(TouchY < V.CenterY) NewY = -NewY;   (This is to 
> > finish
> > calculating the correct X axis direction to travel)
>
> > The problem that I'm having is the image is veering way of course when
> > traveling in Y heavy paths. When traveling horizontally it works
> > almost perfect.
>
> > I know there is probably an easier way though I don't know how to use
> > a lot of things (like OpenGLES) so if your advice is to use a
> > different method please link a tutorial for that method if you know of
> > one.
>
> > Thanks in advance.

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