I got an object (called tempEnemy) which is flying around and shooting.
The problem is that I can’t keep the value tempEnemy.rotateTo positive, i.e.
it shall be between 0 and 359 degrees. Currently rotateTo ranges from:
rotateTo < 0 (bug) && rotateTo > 0 && rotateTo > 359 (bug).
tempEnemy.dX = tempEnemy.destX - tempEnemy.x;
tempEnemy.dY = tempEnemy.destY - tempEnemy.y;
//I added 180 because my tempEnemy object was looking and shooting to the wrong direction
tempEnemy.rotateTo = (toDegrees(getRadians(tempEnemy.dX, tempEnemy.dY))) + 180;
if (tempEnemy.rotateTo > tempEnemy.frame + 180) tempEnemy.rotateTo -= 360;
if (tempEnemy.rotateTo < tempEnemy.frame - 180) tempEnemy.rotateTo += 360;
tempEnemy.incFrame = int((tempEnemy.rotateTo - tempEnemy.frame) / tempEnemy.rotateSpeed);
You can always use the modulo operator (
%) to keep a value positive. The module calculates the rest of a division.E.g. (example works with integers there for a division always has a left over.)
Because in the number 19 5 only fits 3 times (
3 * 5 = 15,,4 * 5 = 20,, 20 is too high) the left over is 4 (19 - 15). That is the modulo.Extra examples:
The output of a modulo operation is never higher then the right hand operator – 1 There for it is perfect for your problem.
If your object is rotated 1234 degrees,, then operate it with a modulo 360 to get the respective number between 0 and 360 for it.
Other more easier examples: