Knuckle Cracker

Creeper World 3 => The Coder's Corner => Topic started by: FluroM on November 07, 2017, 09:37:38 AM

Title: Detecting of angles
Post by: FluroM on November 07, 2017, 09:37:38 AM
I am detecting angles in my code (in degrees) but when i have ege of 359 and 0 it will not work. I have minimum and maximum angle and angle of object. If you can help me i will thank you.
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P.S. This is for stealth map.
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Title: Re: Detecting of angles
Post by: Builder17 on November 07, 2017, 10:57:14 AM
Quote from: FluroM on November 07, 2017, 09:37:38 AM
I am detecting angles in my code (in degrees) but when i have ege of 359 and 0 it will not work. I have minimum and maximum angle and angle of object. If you can help me i will thank you.
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P.S. This is for stealth map.
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Well, if this isn't just cruel joke, PM that code to me? It's working way to not give code away to allbody. :D
Title: Re: Detecting of angles
Post by: GoodMorning on November 07, 2017, 04:12:41 PM
Indeed. We can't help if we don't have the code. If it's a strategy-spoiler, you've warned of it already.
Title: Re: Detecting of angles
Post by: FluroM on November 08, 2017, 09:43:19 AM

#angle is angle of enemy
#playerangle is angle between enemy and player
#everything is in degress and from 0 to 360

<-angle 45 add ->maxangle
<-angle 45 sub ->minangle

if(and(<-playerangle <-minangle gte <-playerangle <-maxangle lte))

Self "main" 0 255 0 255 SetImageColor #For debuging

endif


This is everything
Title: Re: Detecting of angles
Post by: GoodMorning on November 08, 2017, 05:56:30 PM
So, you want to know when a an angle is within "tolerance" of "angle".


#Using radians
:InSector
    ->Tolerance ->AngleB ->AngleA

    <-AngleB <-AngleA ShortestAngle abs <-Tolerance lt


ShortestAngle requires the angles to be measured in radians. However, it is the easiest (and most efficient) solution to your problem.


<-angle <-playerangle PI 2 div @InSector if
    #Code
endif