Moving an Enemy object in SDL

Hello everyone!
I'm attempting to move an enemy object towards a target (player). I'm using Vectors, and the enemy will move towards the object, but for some reason its bouncing between moving right and down, or left and up, or random other things.
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// follow code, should take in a target.
	float targetXPos{ 0.0f };
	float targetYPos{ 0.0f };
	int speed = 25;
	using namespace std;
	
	//GetPos
	mFollowTarget->SetToTargetPos(targetXPos, targetYPos);

	//aquire target position and normalize it.
	MyMath::Float2 dir(targetXPos - mPos.x, targetYPos - mPos.y);
	dir.x = dir.x / sqrt( pow(dir.x,2) + pow(dir.y,2));
	dir.y = dir.y / sqrt( pow(dir.x,2) + pow(dir.y,2));
	MyMath::Float2 vel = dir * speed * gDeltaTime;

	//movement code.
	if (vel.x > 0) {
		//move left animation
		if (vel.x > MyMath::Abs(vel.y)) {
			cout << "moving left" << endl;
			moveLeftTimer += animMoveSpeed * gDeltaTime;
			int index = (int)moveLeftTimer % ANIM_LEFT_COUNT;
			mSpriteClipIndex = animLeftIndices[index];
			lastMoveIndex = animLeftIndices[0];
		}
		//move down animation
		else if (vel.y >= 0) {
			cout << "moving down" << endl;
			moveDownTimer += animMoveSpeed * gDeltaTime;
			int index = (int)moveDownTimer % ANIM_DOWN_COUNT;
			mSpriteClipIndex = animDownIndices[index];
			lastMoveIndex = animDownIndices[0];
		}
		//move up animation
		else {
			cout << "moving up" << endl;
			moveUpTimer += animMoveSpeed * gDeltaTime;
			int index = (int)moveUpTimer % ANIM_UP_COUNT;
			mSpriteClipIndex = animUpIndices[index];
			lastMoveIndex = animUpIndices[0];
		}
	}
	else {
		//move right animation
		if (vel.x < MyMath::Abs(vel.y)) {
			cout << "moving right" << endl;
			moveRightTimer += animMoveSpeed * gDeltaTime;
			int index = (int)moveRightTimer % ANIM_RIGHT_COUNT;
			mSpriteClipIndex = animRightIndices[index];
			lastMoveIndex = animRightIndices[0];
		}
		//move down animation
		else if (vel.y >= 0) {
			cout << "moving down" << endl;
			moveDownTimer += animMoveSpeed * gDeltaTime;
			int index = (int)moveDownTimer % ANIM_DOWN_COUNT;
			mSpriteClipIndex = animDownIndices[index];
			lastMoveIndex = animDownIndices[0];
		}
		//move up animation
		else {
			cout << "moving up" << endl;
			moveUpTimer += animMoveSpeed * gDeltaTime;
			int index = (int)moveUpTimer % ANIM_UP_COUNT;
			mSpriteClipIndex = animUpIndices[index];
			lastMoveIndex = animUpIndices[0];
		}
	}

	//follow player code
	if (targetXPos <= mPos.x) {
		mPos.x -= speed * gDeltaTime;
	}
	if (targetYPos <= mPos.y) {
		mPos.y -= speed * gDeltaTime;
	}
	if (targetXPos >= mPos.x) {
		mPos.x += speed * gDeltaTime;
	}
	if (targetYPos >= mPos.y) {
		mPos.y += speed * gDeltaTime;
	}
}
Last edited on
Can you use code tags, and perhaps a full program that reproduces the same problem?
i have corrected the issue, but at the same time caused another :-)

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void Guard::Follow() {	
	//GetPos
	mFollowTarget->SetToTargetPos(targetXPos, targetYPos);
	
	MyMath::Float2 targetPos(targetXPos, targetYPos);
	//aquire target position and normalize it.
	//MyMath::Float2 dir(targetXPos - mPos.x, targetYPos - mPos.y);
	//dir.x = dir.x / (sqrt( pow(dir.x,2) + pow(dir.y,2)));
	//dir.y = dir.y / (sqrt( pow(dir.x,2) + pow(dir.y,2)));
	MyMath::Float2 dir = MyMath::Normalize(targetPos - mPos);
	MyMath::Float2 vel = dir * speed * gDeltaTime;
	float horizVel = MyMath::Abs(vel.x);
	float vertVel = MyMath::Abs(vel.y);
	
	//movement and sprite animations
	if (horizVel > vertVel) {
		if (vel.x > 0) {
			moveRightTimer += animMoveSpeed * gDeltaTime;
			int index = (int)moveRightTimer % ANIM_RIGHT_COUNT;
			mSpriteClipIndex = animRightIndices[index];
			lastMoveIndex = animRightIndices[0];
		}
		else {
			moveLeftTimer += animMoveSpeed * gDeltaTime;
			int index = (int)moveLeftTimer % ANIM_LEFT_COUNT;
			mSpriteClipIndex = animLeftIndices[index];
			lastMoveIndex = animLeftIndices[0];
		}
	}
	else if (vertVel > horizVel) {
		if (vel.y > 0) {
			moveDownTimer += animMoveSpeed * gDeltaTime;
			int index = (int)moveDownTimer % ANIM_DOWN_COUNT;
			mSpriteClipIndex = animDownIndices[index];
			lastMoveIndex = animDownIndices[0];
		}
		else {
			moveUpTimer += animMoveSpeed * gDeltaTime;
			int index = (int)moveUpTimer % ANIM_UP_COUNT;
			mSpriteClipIndex = animUpIndices[index];
			lastMoveIndex = animUpIndices[0];
		}
	}
	mPos += vel;
}

the above code is the fixed problem, for the most part.
an issue im running into now, is in mymath.h i have in the mymath namespace:

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	struct Float2 {
		Float2() {}
		Float2(float x, float y) : x(x), y(y) {}
		float x{ 0.f };
		float y{ 0.f };

		Float2 operator*(float right) {
			Float2 value(x *right, y * right);
			return value;
		}
		Float2 operator/(float right) {
			Float2 value(x * right, y * right);
			return value;
		}

		void operator+=(Float2 right) {
			x += right.x;
			y += right.y;
		}
		Float2 operator+(Float2 right) {
			Float2 result(x - right.x, y + right.y);
			return result;
		}
		Float2 operator-(Float2 right) {
			Float2 result(x - right.x, y - right.y);
			return result;
		}
	};

	float Magnitude(Float2 value) {
		return sqrt( pow(value.x, 2) + pow(value.y, 2));
	}
	
	Float2 Normalize(Float2 value) {
		return value / Magnitude(value);
	}


the bottom two, magnitude and normalize are producing a linker error 2005 for virtually every class i have in the program
Move the function definitions to a source file, or declare them as inline.

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inline float Magnitude(Float2 value) {
	return sqrt( pow(value.x, 2) + pow(value.y, 2));
}
Last edited on
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