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Need Help with Rotation (mouse aiming)
I know how to get stuff to face the mouse, but the problem comes when my character starts to walk, the further you go to the right, the more the aiming starts to mess up. Anyone know any way of fixing this? Adding the _x value of the character to the _xmouse didnt help....so any ideas? Any way to aim at the mouse without using _xmouse?
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Senior Member
Your question is little unclear. _xmouse works very well for mouse aiming and the position of your char should not mess it up.
Maybe if you could post some code you have so far then someone can fix it.
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ism
always use _root._xmouse (or a co-ordinate space that is the same as the one your character is in). so if your character is in say a world movie clip then you should use world._xmouse
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here is the code
Code:
//rotates the arm
onClipEvent (enterFrame) {
//sets points
var oPoints:Object = {x:-20, y:-300};
//converts the points to what they would be on the stage
_parent.localToGlobal(oPoints);
//sets rotation crud
myRadians = Math.atan2(_root._ymouse-oPoints.y, _root.mainguy._x+_root._xmouse-oPoints.x);
myDegrees = (myRadians*180/Math.PI);
//if facing right, rotate so much, otherwise, rotate so much
if (_parent.facing == "right") {
_rotation = myDegrees;
} else {
_rotation = myDegrees*-1+180;
}
}
It works fine when the character is in the stage. But I'm using one of those dynamic cameras that update whats on the stage based on the cameras position, this makes is so that my character can keep walking right, it increases the _xmouse value too much which causes it to mess up. Right now the code has "_root.mainguy._x+_root._xmouse-oPoints.x" and its not differernt than just having "_root._xmouse-oPoints.x", which is stupid because "_root.mainguy._x+_root._xmouse-oPoints.x" should make the _xmouse value stay around the same no matter how far to the right you go.
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never mind, I figured it out
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