I understand what you're trying to ask, but really, right now the zombie is always going directly to player, so it would actually be weird if it looked some other way. What you need to do is to actually make zombie slowly turn and walk on it's own, rather than just reducing euclidean distance between it and the player.
First stem, one that I'll do for you is calculating the rotation. Instead of just getting to the correct angle instantly, we have to slowly turn every tick:
tick: function() {
// 1 degree per tick
const rotationSpeed = (1/180)*Math.PI;
// the angle we want - facing the player
const desiredAngle = Math.atan2(player.y - enemy.y, player.x - enemy.x)
// transition angle will be explained below
enemy.angle = transitionAngle(enemy.angle, desiredAngle,rotationSpeed );
},
This is not as easy as it sounds, because you need to calculate whether it's faster to turn left or right to face the player again. Fortunately this is easy to google once you know what you need. I based my function on this answer:
function transitionAngle(fromAngle, toAngle, speed) {
// normalize the angles to 0-360 range
const rad360 = 2*Math.PI;
fromAngle = fromAngle % rad360;
toAngle = toAngle % rad360;
if (fromAngle < toAngle) {
if (Math.abs(fromAngle - toAngle) < Math.PI)
fromAngle += speed;
else fromAngle -= speed;
}
else {
if (Math.abs(fromAngle - toAngle) < Math.PI)
fromAngle -= speed;
else fromAngle += speed;
}
return fromAngle;
}
With that, the zombie slows slowly, and it already looks a little better.
var canvas = document.getElementById('canvas');
var context = canvas.getContext('2d');
var bounds = canvas.getBoundingClientRect();
var mouseX = 0.0;
var mouseY = 0.0;
var pressingDown = false;
var pressingUp = false;
var pressingLeft = false;
var pressingRight = false;
var player = {
x: 210,
y: 250,
radius: 17.5,
angle: 0.0,
tick: function() {
this.angle = Math.atan2(mouseY - this.y, mouseX - this.x);
},
draw: function() {
context.fillStyle = "darkred";
context.strokeStyle = "black";
context.translate(this.x, this.y);
context.rotate(this.angle);
context.beginPath();
context.moveTo(this.radius, 0.0);
context.lineTo(-0.5 * this.radius, 0.5 * this.radius);
context.lineTo(-0.5 * this.radius, -0.5 * this.radius);
context.lineTo(this.radius, 0.0);
context.fill();
context.stroke();
context.rotate(-this.angle);
context.translate(-this.x, -this.y);
},
updatePlayerPosition: function() {
if (pressingRight)
player.x += 1;
if (pressingLeft)
player.x -= 1;
if (pressingDown)
player.y += 1;
if (pressingUp)
player.y -= 1;
}
}
var bullet = {
x: player.x,
y: player.y,
dx: 0.0,
dy: 0.0,
radius: 5.0,
tick: function() {
this.x += this.dx;
this.y += this.dy;
if (this.x + this.radius < 0.0 || this.x - this.radius > canvas.width || this.y + this.radius < 0.0 || this.y - this.radius > canvas.height) {
this.dx = 0.0;
this.dy = 0.0;
}
},
render: function() {
context.fillStyle = "darkcyan";
context.strokeStyle = "white";
context.beginPath();
context.arc(this.x, this.y, this.radius, 0.0, 2.0 * Math.PI, false);
context.fill();
context.stroke();
}
};
var enemy = {
x: 200,
y: 300,
radius: 17.5,
angle: 0.0,
tick: function() {
// 1 degree per tick
const rotationSpeed = (1/180)*Math.PI;
const desiredAngle = Math.atan2(player.y - enemy.y, player.x - enemy.x)
enemy.angle = transitionAngle(enemy.angle, desiredAngle,rotationSpeed );
},
draw: function() {
context.fillStyle = "Green";
context.strokeStyle = "darkgreen";
context.translate(this.x, this.y);
context.rotate(this.angle);
context.beginPath();
context.moveTo(this.radius, 0.0);
context.lineTo(-0.5 * this.radius, 0.5 * this.radius);
context.lineTo(-0.5 * this.radius, -0.5 * this.radius);
context.lineTo(this.radius, 0.0);
context.fill();
context.stroke();
context.rotate(-this.angle);
context.translate(-this.x, -this.y);
},
drawEnemy: function(something){
var diffX = player.x - something.x;
var diffY = player.y - something.y
if (diffX > 0)
something.x += .3
else
something.x -= .3;
if (diffY > 0)
something.y += .3
else
something.y -= .3;
}
}
function Refresh() {
context.clearRect(0, 0, canvas.width, canvas.height);
bullet.render();
bullet.tick();
player.draw();
player.tick();
player.updatePlayerPosition();
enemy.draw();
enemy.tick();
enemy.drawEnemy(enemy);
}
setInterval(Refresh, 0)
window.onmousemove = function(e) {
mouseX = e.clientX - bounds.left;
mouseY = e.clientY - bounds.top;
}
document.onkeydown = function(event) {
if (event.keyCode === 83) //s
pressingDown = true;
else if (event.keyCode === 87) //w
pressingUp = true;
else if (event.keyCode === 65) //a
pressingLeft = true;
else if (event.keyCode === 68) //d
pressingRight = true;
}
document.onkeyup = function(event) {
if (event.keyCode === 83) //s
pressingDown = false;
else if (event.keyCode === 87) //w
pressingUp = false;
else if (event.keyCode === 65) //a
pressingLeft = false;
else if (event.keyCode === 68) //d
pressingRight = false;
}
window.onmousedown = function(e) {
// The mouse pos - the player pos gives a vector
// that points from the player toward the mouse
var x = mouseX - player.x;
var y = mouseY - player.y;
// Using pythagoras' theorm to find the distance (the length of the vector)
var l = Math.sqrt(x * x + y * y);
// Dividing by the distance gives a normalized vector whose length is 1
x = x / l;
y = y / l;
// Reset bullet position
bullet.x = player.x;
bullet.y = player.y;
// Get the bullet to travel towards the mouse pos with a new speed of 10.0 (you can change this)
bullet.dx = x * 10.0;
bullet.dy = y * 10.0;
}
function transitionAngle(fromAngle, toAngle, speed) {
// normalize the angles to 0-360 range
const rad360 = 2*Math.PI;
fromAngle = fromAngle % rad360;
toAngle = toAngle % rad360;
if (fromAngle < toAngle) {
if (Math.abs(fromAngle - toAngle) < Math.PI)
fromAngle += speed;
else fromAngle -= speed;
}
else {
if (Math.abs(fromAngle - toAngle) < Math.PI)
fromAngle -= speed;
else fromAngle += speed;
}
return fromAngle;
}
<canvas id="canvas" style="border:2px solid darkred" width="700" height="500"></canvas>
The second part of the job - and I'm leaving that to you - is to make zombie actually walk in the direction it's facing. To do that, assign it a walking speed and then use sin
and cos
of the zombie's angle multiplied with the speed to get X and Y offsets. Again, google is your friend, just type "move by speed and angle javascript".