This looks very promising! A question though: you specify the speed as 1 meter per second, but the player is not always moving, and his movement is not specified by a timer. He cannot move any faster than a limit, but he can move as slowly as he wants. Does this throw anything off, or can I just use the player's stepLength float as speed and disregard the "per second" component?
On 10/29/11, Ian Mallett <[email protected]> wrote: > theta = #angle the character is at (in radians) > speed = #1 meter per second > x_new = x_old + speed*cos(theta) > y_new = y_old + speed*sin(theta) > Ian > -- Have a great day, Alex (msg sent from GMail website) [email protected]; http://www.facebook.com/mehgcap
