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December 13, 2015 22:08
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// also tried this slightly different way behaves different but the hard turn problem remains | |
var mass = 1, | |
maxSpeed = 1000, | |
maxSteer = 200, | |
distance = this.distanceTo(this.target), | |
d = this.angleTo(this.target), | |
steerX = Math.cos(d) * this.speed - this.vel.x, | |
steerY = Math.sin(d) * this.speed - this.vel.y; | |
steerX = Math.min(steerX, maxSteer); | |
steerY = Math.min(steerY, maxSteer); | |
this.vel.x = this.vel.x + steerX; | |
this.vel.y = this.vel.y + steerY; |
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{ | |
speed: 2000, | |
turningSpeed: .02, | |
angularDistance: function(a, b) { | |
var pi2 = Math.PI*2; | |
var d = (b - a) % pi2; | |
if (d > Math.PI) d -= pi2; | |
if (d < -Math.PI) d += pi2; | |
return d; | |
}, | |
update: function(){ | |
var targetAngle = this.angleTo(this.target); // get angle in radians | |
var d = this.angularDistance(this.angle, this.targetAngle); | |
if (d > 0) { | |
d = Math.min(d, this.turningSpeed); | |
} else { | |
d = Math.max(d, -this.turningSpeed); | |
} | |
this.angle += d; | |
var xf = Math.cos(this.angle) | |
var yf = Math.sin(this.angle) | |
this.vel.x = xf * this.speed; | |
this.vel.y = yf * this.speed; | |
} | |
} |
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