point = 0;
move = false;
+ float x = pos_x[point+1] - pos_x[point];
+ float y = pos_y[point+1] - pos_y[point];
+ vel_x = x*velocity / sqrt(x*x + y*y);
+ vel_y = -(velocity - vel_x);
+
frame = 0;
}
pos_y[point] == pos_y[point+1]))
{
point++;
+
+ float x = pos_x[point+1] - pos_x[point];
+ float y = pos_y[point+1] - pos_y[point];
+ vel_x = x*velocity / sqrt(x*x + y*y);
+ vel_y = -(velocity - vel_x);
}
}
else // last point
// reverse vector
return;
}
-
+/*
if(pos_x[point+1] > base.x)
base.x += velocity * frame_ratio;
else if(pos_x[point+1] < base.x)
base.y += velocity * frame_ratio;
else if(pos_y[point+1] < base.y)
base.y -= velocity * frame_ratio;
-/*
-float x = pos_x[point+1] - pos_x[point];
-float y = pos_y[point+1] - pos_y[point];
-float vel_x = x*velocity / sqrt(x*x + y*y);
-float vel_y = velocity - vel_x;
+*/
base.x += vel_x * frame_ratio;
base.y += vel_y * frame_ratio;
-*/
}
void