Writing games generally involves a fair bit of trigonometry. I never really liked it at school but it turns out I did remember one thing: a little phrase to aid one’s memory of equations for a right-angled triangle. In my current project I need to work out a coordinate position based on an angle and a distance – which relate to the angle and hypotenuse of said triangle. Now I realise this isn’t rocket science, but because I’m so generous I’m gonna share my function for returning the coordinates (from 0,0 origin) to a point at an angle and distance:
CGPoint translateAngleDistance(float angle, float distance)
returnVal.x = cos(angle) * distance;
returnVal.y = sin(angle) * distance;
EDIT: Danger Tank!’s camera feature no longer overrides visit(). Instead, it uses the main layer’s camera object and changes its coordinates to pan around the screen. Zoom is handled by scaling the main layer rather than changing the camera’s zEye value.
After hours of fiddling around and searching forums for a solution to this problem, I’ve worked it out and it’s fairly simple. What needs to be done is to calculate the touch’s screen coordinates as a proportion of the screen’s width and height, then apply that to the visible section of the world (between the horizontal and vertical clipping planes). My game at present does camera plane calculations manually by overriding the visit() function of the main layer and doing some magic with glOrthof(). The camera I use is actually just a dummy layer, using its position for the camera position and the scale property for zoom. Clip planes are then calculated as follows:
glOrthof(cameraLayer.position.x – SCREEN_WIDTH / (2 * cameraLayer.scale), cameraLayer.position.x + SCREEN_WIDTH / (2 * cameraLayer.scale), cameraLayer.position.y – SCREEN_HEIGHT / (2 * cameraLayer.scale), cameraLayer.position.y + SCREEN_HEIGHT / (2 * cameraLayer.scale),
The following code will translate a touch to world coordinates using the method described above:
touchRatios.x = currentTouch.x / SCREEN_WIDTH;
touchRatios.y = currentTouch.y / SCREEN_HEIGHT;
currentTouch.x = (clipPlaneLeft + SCREEN_WIDTH / 2) + (clipPlaneRight – clipPlaneLeft) * touchRatios.x;
currentTouch.y = (clipPlaneTop + SCREEN_HEIGHT / 2) + (clipPlaneBottom – clipPlaneTop) * touchRatios.y;
The clipPlaneX values are calculated as shown in the glOrthof() call above, where they are shown in left, right, top then bottom order. -1000 and 1000 are the near and far planes, these seem to work fine for my needs.
Hi everyone, the terrain generation algorithms and parallax scrolling for the main game arenas are now pretty much done. Here’s an exciting screengrab from the simulator. For those who don’t know, parallax scrolling is a 2D technique to give the illusion of some depth by moving the background at a different rate to the foreground. My elegant solution is that whenever the camera moves, the background (sky and clouds) move at half the speed in the same direction. Adding further layers that move at different fractions of the front layer gives an even greater illusion of depth!
Hello one and all! This is my new blog for all things games-related (and maybe other stuff in between). No real updates on dev progress so far, just testing the system, woop!