Okay, so I want to make a javascript/html canvas game where the player is being followed by some enemies, and after a little bit of 'research' her is the most important part of my Monster (enemy) class:
this.UpdateAngle = function() {
this.dx = this.x - player.x;
this.dy = this.y - player.y;
this.angle = Math.atan2(this.dy, this.dx) * 180 / Math.PI;
if (this.angle < 0) {
this.angle += 2 * Math.PI;
}
}
this.UpdateSpeed = function() {
this.speedX = this.speed * Math.cos(this.angle);
this.speedY = this.speed * Math.sin(this.angle);
}
this.Move = function() {
this.UpdateAngle();
this.UpdateSpeed();
this.x += this.speedX;
this.y += this.speedY;
}
So what I meant to do here, was to calculate the angle from the enemy to the player with atan2()
and then calculate how much I should move in the x and y axis by using cos()
and sin()
, the speed and the angle I calculated, and then just moved the calculated pixels.
This all seems to work well, until I move the player, then the enemies start to move in weird directions. I have no idea whats wrong, it would be awesome if someone could learn me how this is meant to be done. :D
You can see it in action here. *I have updated the code with PremierBromanov's suggestion.
Ok, so it was actually Premier Bromanov who answered this, thanks, but I can't accept a comment, which it was, so I will just do this to make it more clear, if anyone should come by and want the answer too. The math i did was a bit wrong, and here is how my code ended up looking like:
Thanks again to Premier Bromanov, this is his answer, and also to everyone else, this was my first post and i am glad how fast i got a response! (I was the slowest one here) :D