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shooting bullets

Started by
5 comments, last by Tom Sloper 4 years, 8 months ago

I have almost solved my next problem. I got my bullet to rotate with the ship but it only moves straight up when it is fired. my question is how do I get it to move following the nose of the ship.


void drawBullet()
{
	glPushMatrix();
	glColor3f(1.0f, 0.0f, 0.0f);
	glLoadIdentity();
	glTranslatef(50.0f, 0.0f, 0.0f);
	glTranslatef(dx, dy, 0.0f);
	glPointSize(2.0f);
	glBegin(GL_POINTS);
	float offsets[1][2] = { {0.0f, 10.0f} };
	float cosA = cos(shipAngle);
	float sinA = sin(shipAngle);
	for (int i = 0; i < 1; i++)
		glVertex3f(offsets[i][0] * cosA - offsets[i][1] * sinA, offsets[i][0] * sinA + offsets[i][1] * cosA + up, 0.0f);
	glEnd();
	glPopMatrix();
}

 

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You claimed to solve this almost a year ago.

 

Hello to all my stalkers.

33 minutes ago, Lactose said:

You claimed to solve this almost a year ago.

You clearly don't understand the concept of a running gag.

🙂🙂🙂🙂🙂<←The tone posse, ready for action.

well I have solved  this problem as well,  here is my code


void drawBullet()
{
	glPushMatrix();
	glColor3f(1.0f, 0.0f, 0.0f);
	glLoadIdentity();
	glTranslatef(50.0f, 0.0f, 0.0f);
	glTranslatef(dx, dy, 0.0f);
	glPointSize(2.0f);
	glBegin(GL_POINTS);
	float offsets[1][2] = { {0.0f, 10.0f} };
	float cosA = cos(shipAngle);
	float sinA = sin(shipAngle);
	for (int i = 0; i < 1; i++)
		glVertex3f(offsets[i][0] * cosA - offsets[i][1] * sinA*up, offsets[i][0] * sinA + offsets[i][1] * cosA*up, 0.0f);
	glEnd();
	glPopMatrix();
}

 

you  can also close this thread.

you can close this thread

You can stop asking to have threads closed.

-- Tom Sloper -- sloperama.com

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