15 Replies  13793 Views  Last Post: 10 March 2010  03:31 PM
#1
Java Game Programming  aiming bullets
Posted 02 March 2010  03:30 PM
I am currently working on a Java game (very asteroids like) where I have to fire bullets at items floating in space. I have the code working pretty well except for the bullets. I created a Bullet object, and I can fire the bullets and keep updating them, but they do not go to where I am aiming at.
I am using a crosshair mouse cursor for the target, sending the coordinates of the cursor at the time of the mouse left click, I have a tracking Vector structure which works very well after a lot of hard work, but once fired I am not certain how to get the bullets to go in a straight line to the point at which I am aiming.
Here's my Bullet Class:
public class Bullet {
private int xLocation; // Current pixel x coord
private int yLocation; // Current pixel y coord
private int xTarget; // Target pixel x coord
private int yTarget; // Target pixel y coord
private int range; // How far the bullet has traveled
private int maxRange; // Maximum range (I want bullet to disappear after reaching certain distance
private int damagePoints;
private int seekingTarget; // Later incarnations will use this
private int xSpeed; // Pixel increments per cycle  x
private int ySpeed; // Pixel increments per cycle  y
private boolean alive; // Flag  if past range, no longer alive and bullet disappears
I have all the get/sets required for these fields. I am not certain how to aim. I am not asking for code, just a few clues. I can do the work, but am relatively new to Java in Game programming.
Please help!
Thanks,
Scott Foulk
IGD (in the works)
;)
Replies To: Java Game Programming  aiming bullets
#2
Re: Java Game Programming  aiming bullets
Posted 02 March 2010  03:39 PM
If the targetX is greater than currentX, then move right at a specified speed. That should be the same as above, just positive number.
However, if the number of pixels to move needs to be 1/2, then what you should do is make the ySpeed larger. It's really a matter of simple trig. Tangents will undoubtedly be very important here.
Now that you have your xSpeed and ySpeed, all you have to do is update it every loop.
#3
Re: Java Game Programming  aiming bullets
Posted 03 March 2010  05:09 PM
Dogstopper, on 02 March 2010  02:39 PM, said:
If the targetX is greater than currentX, then move right at a specified speed. That should be the same as above, just positive number.
However, if the number of pixels to move needs to be 1/2, then what you should do is make the ySpeed larger. It's really a matter of simple trig. Tangents will undoubtedly be very important here.
Now that you have your xSpeed and ySpeed, all you have to do is update it every loop.
#4
Re: Java Game Programming  aiming bullets
Posted 03 March 2010  05:13 PM
It makes it a lot easier for us to read your code. Thanks for helping us help you!
#5
Re: Java Game Programming  aiming bullets
Posted 03 March 2010  05:19 PM
#6
Re: Java Game Programming  aiming bullets
Posted 03 March 2010  05:31 PM
I have the sections quadrant'ed out 
x y =x  +x y
............................
............................
............................
=y S =y
............................
............................
............................
x +y  =x +x +y
Quad 1 = x y
Quad 2 = x +y
Quad 3 = +x +y
Quad 4 = +x y
(counterclockwise, relative to my ship, S)
Now, since we are originating from the upper left corner with Y positive downwards,
I believe that I have to change my coords to cartesian system
y = height_in_pixels  y to get the standard cartesian coord system.
x s/b the same because it still grows larger from left to right
slope = shipYtargetY/shipXtargetX = tan (theta)
Distance = Math.sqrt(Math.pow((shipXtargetX),2) + Math.pow((shipYtargetY),2))
With me so far?
So, with this info, how come I cannot get the damn bullets to go toward a target properly?
I'm a little frustrated, though it is relative. It's way more fun doing Java games and being frustrated than being at work with embedded systems and being frustrated. Much less hair loss my friend!
;)
Thanks again for your assistance. I will one day return the favor. I am relatively new to the Java game programming, but am a quick learner. I just found this site and am loving being a new D.I.C. Head!
This post has been edited by sfoulk526: 03 March 2010  05:38 PM
#7
Re: Java Game Programming  aiming bullets
Posted 03 March 2010  05:49 PM
The only advice that I can give right now is to try changing the x and y speeds to see if your bullet is responding to known speeds and then attempting the trig. Sorry I can't be of more help.
By the way, yes, you are right, the screen increases in y as you move downward and increases in x as you move right. That's what's hindering me on this math! Though I am interested in knowing the solution, as I am making a shooter game right now too!
I hope a more mathsavvy person can help you here.
But your welcome for the assistance, and I hope you continue to enjoy DIC!
#8
Re: Java Game Programming  aiming bullets
Posted 03 March 2010  06:05 PM
If you need more help, we will have to see your code. Good luck!
@Dogstopper: Offtopic, but are you in a Precalc/Trig/Math Analysis course designed to get you into AP Calculus next year or do you take the Precalc/Analysis course next year?
#9
Re: Java Game Programming  aiming bullets
Posted 06 March 2010  12:59 AM
macosxnerd101, on 03 March 2010  05:05 PM, said:
If you need more help, we will have to see your code. Good luck!
@Dogstopper: Offtopic, but are you in a Precalc/Trig/Math Analysis course designed to get you into AP Calculus next year or do you take the Precalc/Analysis course next year?
Hmmm. I tried the slope, but my implementation did not work.
I have a moving ship (multidirection) and I calculate relative to my centerofship position. I tried to break down the ratio of X to Y and splitting a maximum set of pixels.
For instance:
target location is at 1:00 o'clock, up (minus) 100 ypixels, right (plus) 200 xpixels. Therefore, if I allow a maximum of 30 pixels for speed, I divvy it up with 33% (10 pixels) of the speed going to the Y direction, and 66% (20 pixels) going in the +X direction each cycle. First time the bullet is set, I set the trajectory, thereafter the speed remains constant until collision or reaching the display border.
Problem is, the bullet hits dead on sometimes and other times it misses by quite a few pixels. I have even drawn triangles with the rise over run so I can calculate it myself by hand.
This is the closest I've come to making it work, so I'm a bit frustated. The slope method did NOT work, but it may be I'm using the INT's instead of floats.
Please help. Show me how YOU would implement a bullet given source and target coordinates. I know it can be done, but I just can't figure it out from scratch, accurately anyway.
I would place my code up, but it's a bit confusing and pieces are in different spots within the program.
And hey, thanks for the help so far. I don't want you guys thinking I don't appreciate it. I do.
#10
Re: Java Game Programming  aiming bullets
Posted 06 March 2010  04:56 AM
Quote
If you need help, we will be happy to help you debug code YOU wrote. However, we won't give out code without seeing a good faith effort.
#11
Re: Java Game Programming  aiming bullets
Posted 06 March 2010  07:44 AM
macosxnerd101, on 06 March 2010  03:56 AM, said:
Quote
If you need help, we will be happy to help you debug code YOU wrote. However, we won't give out code without seeing a good faith effort.
Okay then. I'll have to clean it up a bit but...
NOTE: bulletList is a type Vector full of bullets
// heres the calcs that set the trajectory private void setTrajectory(int bullet_no){ // Simplify so we don't have to write out the entire bulletList object for each field of Bullet int xTarget = bulletList.elementAt(bullet_no).getXTarget()  3; // 3 and 25 are adjusts for the cursor int yTarget = bulletList.elementAt(bullet_no).getYTarget()  25; int xLocation = bulletList.elementAt(bullet_no).getXLocation(); // x and y Location are the bullet current position int yLocation = bulletList.elementAt(bullet_no).getYLocation(); int maxSpeed = bulletList.elementAt(bullet_no).getMaxSpeed(); // This is split between the x & Y speeds // Get the quadrant c counterclockwise from top left int quad = getCursorQuadrant(xTarget, yTarget); // Slope calculations // Determine DELTA X float xDelta = Math.abs(xTarget  xLocation); // Determine DELTA Y float yDelta = Math.abs(yTarget  yLocation); // Add them together float totalXY = xDelta + yDelta; // Figure out the percentages so we know how much speed to place in X and Y xPercent = xDelta / totalXY; yPercent = 1  xPercent; // Divide up the maximum speed  give X & Y their percentages of max speed xMove = (int) (xPercent * (float) maxSpeed); yMove = (int) (yPercent * (float) maxSpeed); // Losing speed on the smaller integer so add it back here if (xMove < yMove) xMove++; if (yMove < xMove) yMove++; // Now add or subtract based on the quadrant if (quad == 0) // Upper left  Quad I X Y { xMove = Math.abs(xMove); yMove = Math.abs(yMove); } else if (quad == 1) // Lower left  Quad II X Y+ { xMove = Math.abs(xMove); yMove = Math.abs(yMove); } else if (quad == 2) // Lower right  Quad III X+ Y+ { xMove = Math.abs(xMove); yMove = Math.abs(yMove); } else if (quad == 3) // Upper right  Quad IV X+ Y { xMove = Math.abs(xMove); yMove = Math.abs(yMove); } bulletList.elementAt(bullet_no).setXSpeed(xMove); bulletList.elementAt(bullet_no).setYSpeed(yMove); // Set for later updates bulletList.elementAt(bullet_no).setXLocation(xLocation + xMove); bulletList.elementAt(bullet_no).setYLocation(yLocation + yMove); bulletList.elementAt(bullet_no).setAlive(false); }
#12
Re: Java Game Programming  aiming bullets
Posted 06 March 2010  03:14 PM
float xDelta = Math.abs(xTarget  xLocation); float yDelta = Math.abs(yTarget  yLocation); float totalXY = xDelta + yDelta; xPercent = xDelta / totalXY; yPercent = 1  xPercent; xMove = (int) (xPercent * (float) maxSpeed); yMove = (int) (yPercent * (float) maxSpeed);
I see what you are trying to do here with speed by accelerating as you travel towards your target. However, I'm not sure why you are dividing deltaX/(deltaX+deltaY). To me the formula for totalXY resembles the distance formula a little, which I don't know if that's what you're going for. Also, the xMove formula xPercent * maxSpeed could allow your bullet to travel past the target if it is at a short distance relative to max speed. Again, you should really relate everything back to x, making sure not to keep going if you hit a target.
#13
Re: Java Game Programming  aiming bullets
Posted 07 March 2010  02:57 PM
macosxnerd101, on 06 March 2010  02:14 PM, said:
float xDelta = Math.abs(xTarget  xLocation); float yDelta = Math.abs(yTarget  yLocation); float totalXY = xDelta + yDelta; xPercent = xDelta / totalXY; yPercent = 1  xPercent; xMove = (int) (xPercent * (float) maxSpeed); yMove = (int) (yPercent * (float) maxSpeed);
I see what you are trying to do here with speed by accelerating as you travel towards your target. However, I'm not sure why you are dividing deltaX/(deltaX+deltaY). To me the formula for totalXY resembles the distance formula a little, which I don't know if that's what you're going for. Also, the xMove formula xPercent * maxSpeed could allow your bullet to travel past the target if it is at a short distance relative to max speed. Again, you should really relate everything back to x, making sure not to keep going if you hit a target.
Macman,
This trajectory is only set once  a flag is changed, so every cycle afterward the bullet object is only updated by the xMove and yMove calculated in getTrajectory, and stored in it's xSpeed and ySpeed variable.
The bullet disappears after reaching the edge of space (Height or Width) of panel. I may make it disappear, but that's not a problem right now. Aiming is my objective here.
I'm still not sure how to implement the line formula y=mx+b here though.
// Slope float m = (float) (yTargetyLocation)/(xTargetxLocation); // yintercept float b = (float) yLocation  (m * xLocation); // Next X and Y float nextX = ????; float nextY = ????;
I know I've been on this but I'm not quite getting it, though I keep trying.
#14
Re: Java Game Programming  aiming bullets
Posted 07 March 2010  03:12 PM
//I'm going to assume this class implements //ActionListener for the purpose of the example Timer t = new Timer(3000, this); /* variables: m: slope originalX: starting point of bullet offset: number of x positions from originalX y: current ypos of bullet b: yintercept */ public void actionPerformed(ActionEvent e){ offset++; //move over 1 x y = m*(originalX + offset)+b; //and recalculate slope repaint(); }
#15
Re: Java Game Programming  aiming bullets
Posted 10 March 2010  02:44 PM
macosxnerd101, on 07 March 2010  02:12 PM, said:
//I'm going to assume this class implements //ActionListener for the purpose of the example Timer t = new Timer(3000, this); /* variables: m: slope originalX: starting point of bullet offset: number of x positions from originalX y: current ypos of bullet b: yintercept */ public void actionPerformed(ActionEvent e){ offset++; //move over 1 x y = m*(originalX + offset)+b; //and recalculate slope repaint(); }
Thank you Mac man! I do appreciate the timer info. I figured out a great big problem. When I calculated the slope, I was using INTs. The calcs showed up incorrectly on my debug (drawString()) screen, and I have been ever frustrated. I couldn't even get the angle using Math.atan() function.
Finally, I did a double cast on the denominator and the numerator, and suddenly my calcs were accurate. So thanks for this info. I will try again, as I see why the ySpeed is unnecessary now.
Thanks again for your time. I will definitely give you acknowledgement in the credits of my first game!
