I am developing a game for mobile in AIR (as3). I have created some bots for this game that initially just wander around. But when a bonus enters the stage, they have to move to the bonus.
The detection of a new bonus and moving of the bots works fine, but there is something wrong with the manipulation when a new bonus enters the stage.
Basically, this is how it works (or I try to make it work):
My bot moves along with his rotation as a parameter. (works fine)
private function moveToNextLocation():void
{
var angle:Number = _rotation * 0.0174532925; // 1 degree = 0.0174532925 radians
var speedX:Number = Math.sin(angle) * _speed;
var speedY:Number = -Math.cos(angle) * _speed;
if (_turnLeft && !_moveToBonus){
_rotation -= _rotationStep * (_speed / _maxSpeed);
}
else if (_turnRight && !_moveToBonus){
_rotation += _rotationStep * (_speed / _maxSpeed);
}
this.x += speedX; this.y += speedY;
}
So, to do know if a new bonus appears I catch an event first:
protected function onNewBonusAppeared(event:BonusEvent):void
{
trace("new bonus appeared!");
_moveToBonus = true;
_rotation = getRotation(new Point(event.bonus.x, event.bonus.y));
trace("Heading to " + event.bonus.type + " with new rotation: " + _rotation);
}
My bot is now on point A and would normally go to point B (normalNextLocation). Then, the new bonus appears on point C (nextLocation). I wanted to solve this whit the Law of Cosines, since I needed A's angle to know the new rotation of my bot. This is how I tried to calculate this:
// calculate new rotation
private function getRotation(nextLocation:Point):Number
{
//sources:
//http://www.teacherschoice.com.au/maths_library/trigonometry/triangle_given_3_points.htm
//http://en.wikipedia.org/wiki/Law_of_cosines
//http://stackoverflow.com/questions/1211212/how-to-calculate-an-angle-from-three-points
//Calculate current angle and corners
var angle:Number = _rotation * 0.0174532925;
var currentLocation:Point = new Point(this.x, this.y);
var normalNextLocation:Point = new Point(Math.sin(angle) * _speed, -Math.cos(angle) * _speed);
//Calculate lengths of the 3 sides of the triangle
var lengthA:Number = calculateLength(normalNextLocation, nextLocation);
var lengthB:Number = calculateLength(currentLocation, nextLocation);
var lengthC:Number = calculateLength(currentLocation, normalNextLocation);
//Calculate the difference in rotation
//-------------THIS IS WHERE IT GOES WRONG-----------
var deltaRotation:Number = calculateAndInverseCosineRule(lengthA, lengthB, lengthC);
//positive or negative rotation difference
if (normalNextLocation.y < nextLocation.y)
return _rotation - deltaRotation;
else
return _rotation + deltaRotation;
}
private function calculateLength(a:Point, b:Point):Number
{
//SQRT((x2 - x1)² + (y2 - y1)²)
return Math.sqrt(Math.pow(b.x - a.x, 2) + Math.pow(b.y - a.y, 2));
}
private function calculateAndInverseCosineRule(lengthA:Number, lengthB:Number, lengthC:Number):Number
{
//a² = b² + c² - 2*b*c*cos(alpha)
//cos(alpha) = (b² + c ² - a²) / (2 * b * c)
//alpha = cos^-1(cos(alpha))
var cos:Number = (Math.pow(lengthB, 2) + Math.pow(lengthC, 2) - Math.pow(lengthA, 2))
/ (2 * lengthB * lengthC);
trace("cos: ", cos); //returns NAN at some point... don't know why
return Math.acos(cos);
}
I've searched on this matter for quite some time now, but can't find the answer... Does anybody see what I'm doing wrong? - [Fixed]