I'm trying to move a square from it's original position to the coordinates of my mouse when I click. The code I have somewhat works, but the square does not go directly to the mouse click. It goes diagonally a bit off, then it goes to the mouse click, as shown in the picture. I tried to make it a straight movement path but I could not think of a way to do so. I'm pretty sure the error is something to do with the 1st method below.
________X ← the mouse click
/
/ ↑
/ ← = movement path
/
/
_____/
| | ← character
|___|
Here are the 3 methods involved so far (pls dont criticize my code too much)
//int x and int y are the positions of the mouse, champion = the character
public static Champion calculateChampionMovement(int x, int y, Champion champion) {
if (x != champion.x || y != champion.y) {
//x and y dist = the distance between the character and the cursor
int xDist = x - champion.x;
int yDist = y - champion.y;
//the angle
plrAngle = Math.atan2(yDist, xDist) * 180 / Math.PI;
//the speed of the character on the x and y axis
//(character diagonally moves at the speed of "champion.speed")
plrXSpeed = champion.speed * Math.cos(plrAngle * Math.PI / 180);
plrYSpeed = champion.speed * Math.sin(plrAngle * Math.PI / 180);
//calls the method below that actually moves the character
playerMain.champion = (Champion) Entity.moveChampions(x, y, champion, champion.speed, plrXSpeed, plrYSpeed);
champion.moving = true;
}
return playerMain.champion;
}
And the 2nd one...
//called by the method above
public static Entity moveChampions(int x, int y, Champion champion, float speed, double xSpeed, double ySpeed) {
//if the distance between the character on the x and y axis is not
//exactly divisible by "speed", then this helps the character stop.
if (Math.abs(x - champion.x) <= speed) {
champion.x = x;
}
if (Math.abs(y - champion.y) <= speed) {
champion.y = y;
}
//stops the character
if (x == champion.x && y == champion.y) {
champion.moving = false;
}
//moves the character
if (champion.moving) {
champion.x += xSpeed;
champion.y += ySpeed;
}
return champion;
}
The last method calls "calculateChampionMovement" and "moveChampions", and it moves the character while "moving" is true
public static void buttonTest() {
if (RIGHTCLICK == true) {
//mouse x and y positions
cursorClickX = (int) (mapX + MOUSE_X);
cursorClickY = (int) (mapY + MOUSE_Y);
//first method (setup the x and y speed)
playerMain.champion = PlayerMain.testMainChampionMove(cursorClickX, cursorClickY, playerMain.champion);
// if character is already moving
} else if (playerMain.champion.moving == true) {
//move the character
playerMain.champion = (Champion) Entity.moveChampions(cursorClickX, cursorClickY, playerMain.champion, champAsdf.speed, plrXSpeed, plrYSpeed);
}
}
hi riot games pls dont sue me im too young anyways
When faced with a problem, I tend to go back to basics, what do I know how to do?
I know I can:
So we know:
From this we can calculate the distance between the two points.
double distance = Math.sqrt(
(startX - targetX) * (startX - targetX)
+ (startY - targetY) * (startY - targetY));
With this, we can calculate the time needed to travel between the two points based on the desired speed
time = distance / speed
where speed
is a constant (0.1
in my example, make it smaller to make it slower)
With this information, we know how long we must travel for and we can calculate the progress along the line/path based on the difference between when we started (when the mouse was clicked) and now.
Assuming the startTime
is the time that we started moving, runningTime
is the amount of time we need to run for in order to maintain a constant speed
Then we can calculate our current progress using something like...
long duration = System.currentTimeMillis() - startTime;
double progress = duration / runTime;
From this we can calculate the position along the line based on the current duration...
double x = (int) (startX + ((targetX - startX) * progress));
double y = (int) (startY + ((targetY - startY) * progress));
As a proof of concept. Sorry, you didn't mention what framework your were using ;)
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Rectangle;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.geom.Line2D;
import java.awt.geom.Rectangle2D;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class TestMove {
public static void main(String[] args) {
new TestMove();
}
public TestMove() {
EventQueue.invokeLater(new Runnable() {
@Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class TestPane extends JPanel {
private Rectangle champion;
private Line2D path;
private double speed = 0.1;
private Timer timer;
private Long startTime;
private double targetX, targetY;
private double startX, startY;
private double runTime;
public TestPane() {
champion = new Rectangle(95, 95, 10, 10);
addMouseListener(new MouseAdapter() {
@Override
public void mouseClicked(MouseEvent e) {
timer.stop();
calculateChampionMovement(e.getX(), e.getY(), champion);
startTime = System.currentTimeMillis();
timer.start();
}
});
timer = new Timer(40, new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
if (targetX == champion.getCenterX() && targetY == champion.getCenterY()) {
System.out.println("Stopped as same");
timer.stop();
}
long duration = System.currentTimeMillis() - startTime;
double progress = duration / runTime;
if (progress >= 1.0) {
System.out.println("Stopped out of time");
progress = 1.0;
timer.stop();
}
double x = (int) (startX + ((targetX - startX) * progress));
double y = (int) (startY + ((targetY - startY) * progress));
// x/y are the center points, need to adjust them so the shape
// moves about the center point
champion.setRect(x - 5, y - 5, 10, 10);
repaint();
}
});
}
@Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
g2d.draw(champion);
if (path != null) {
g2d.setColor(Color.RED);
g2d.draw(path);
}
g2d.dispose();
}
public void calculateChampionMovement(double x, double y, Rectangle champion) {
if (x != champion.getCenterX() || y != champion.getCenterY()) {
targetX = x;
targetY = y;
startX = champion.getCenterX();
startY = champion.getCenterY();
path = new Line2D.Double(
champion.getCenterX(),
champion.getCenterY(),
x, y);
double distance = Math.sqrt(
(startX - targetX) * (startX - targetX)
+ (startY - targetY) * (startY - targetY));
runTime = distance / (double)speed;
}
}
}
}
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