Hi. Thanks all for you replies i have one more question before trying to
write something on top of that, your algorithme Joe, does it works if the
way has some bifurcations, i mean, a fully linear way but that contain
bifurcations.

Thanks.

2011/7/20 Joe Ranalli <jrana...@gmail.com>

> It depends what you're trying to do.
>
> If you draw the straight line between the tower and the enemy and use that
> vector to translate a bullet each tick, the bullets might miss the enemy.
> Think about it this way, the bullet moves 2 steps toward the enemy, then the
> enemy moves 1 step, then the bullet moves 2, etc.  Because the enemy moves
> the bullet will have to change its direction through the flight.  So you
> could calculate the direction vector between the bullet and the enemy every
> tick and have the bullet move that direction.  That would make the bullets
> kind of arc to the target.
>
> If you want to have the bullet go straight to the right spot, you need to:
> 1) calculate how long the bullet will take to get to the enemy
> 2) calculate where the enemy will be at that time (newposition)
> 3) calculate how long it will take the bullet to get to newposition
> 4) recalculate newposition based on the new time
>
> Technically you could iterate that repeatedly until newposition converges.
> Practically, iterating once probably gets you close enough unless the
> movement is extremely complicated.
>
>
> On Wed, Jul 20, 2011 at 9:14 AM, Nathan BIAGINI <nathan.o...@gmail.com>wrote:
>
>> Hi everyone,
>>
>> i would like to know what are the common way to handle "trajectory" in a
>> 2d game. In fact, i think of writing a tower defense game and i wonder how
>> to handle the trajectory of the missile launch by the towers. I though of
>> getting the pos of the tower and the target and create a vector between this
>> two entitites to make a sprite translation of this vector but there is maybe
>> some tricky stuff to do it.
>>
>> Thanks in advance and happy game making all :-)
>>
>
>

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