Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • SEARCH
  • Home
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 4622478
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: May 22, 20262026-05-22T02:50:57+00:00 2026-05-22T02:50:57+00:00

I’m trying to create a homing missile in AS3. Easy enough when you want

  • 0

I’m trying to create a homing missile in AS3. Easy enough when you want it to simply follow a point perfectly – but I’m trying to make the rocket have to turn around if the destination (target) bypasses it.

Here’s what I’ve got – it almost works, but as you can see it’s quite glitchy (particularly if the mouse is to the left of the rocket (seems to work OK if it’s moving right).

http://projectavian.com/rocket.swf

Here’s my Rocket class:

package
{
    import flash.display.Sprite;
    import flash.geom.Point;
    import flash.events.Event;

    public class Rocket extends Sprite
    {
        // vars
        public var target:Point;

        private const _vel:Number = 5;
        private const _steer:Number = Math.PI / 36;

        private var _destAng:Number = 0;
        private var _ang:Number = 0;
        private var _xv:Number = 0;
        private var _yv:Number = 0;

        /**
         * Constructor
         */
        public function Rocket()
        {
            // temp graphics
            graphics.lineStyle(2, 0);
            graphics.lineTo(26, 0);

            addEventListener(Event.ENTER_FRAME, _handle);
        }

        /**
         * Called on dispatch of Event.ENTER_FRAME
         */
        private function _handle(e:Event):void
        {
            _destAng = _getAng();

            _xv = Math.cos(_ang) * _vel;
            _yv = Math.sin(_ang) * _vel;

            x += _xv;
            y += _yv;

            if(_ang > _destAng) _ang -= _steer;
            if(_ang < _destAng) _ang += _steer;

            rotation = _ang * 180 / Math.PI;
        }

        /**
         * Get the angle to target
         */
        private function _getAng():Number
        {
            if(target)
            {
                var yp:Number = target.y - y;
                var xp:Number = target.x - x;

                return Math.atan2(yp, xp);
            }

            return 0;
        }
    }
}

I’m guessing this logic isn’t catering for whatever is causing the missile to act strange moving left:

if(_ang > _destAng) _ang -= _steer;
if(_ang < _destAng) _ang += _steer;

Here is also the code I have used to create my Rocket, if it’s helpful:

var point:Point = new Point();

var rocket:Rocket = new Rocket();
rocket.target = point;

addChild(rocket);

addEventListener(Event.ENTER_FRAME, _handle);
function _handle(e:Event):void
{
    point.x = mouseX;
    point.y = mouseY;
}
  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-05-22T02:50:58+00:00Added an answer on May 22, 2026 at 2:50 am

    This should work for you.

    public class Rocket extends Sprite
    {
        // vars
        public var target:Point;
    
        private const _vel:Number = 5;
        private const _steer:Number = Math.PI / 36;
    
        private var _destAng:Number = 0;
        private var _ang:Number = 0;
        private var _xv:Number = 0;
        private var _yv:Number = 0;
    
        public const SPEED:uint = 50;
    
        // TODO: get this from fixed timespet
        public const TIME_DELTA:Number = 0.05;
        public const RAD:Number = 57.2957795;
        public const DEG:Number = 0.0174532925;
    
        public function Rocket()
        {
            // temp graphics
            graphics.lineStyle(2, 0);
    
            // body should follow head
            graphics.moveTo(-26, 0);
            graphics.lineTo(0, 0);
    
            addEventListener(Event.ENTER_FRAME, _handle);
        }
    
        /**
         * Called on dispatch of Event.ENTER_FRAME
         */
        private function _handle(e:Event):void
        {
            var a:Number = _turnToFace(new Point(x, y), target, this.rotation * Math.PI / 180, 0.1);
    
            var dirX:Number = Math.cos(a);
            var dirY:Number = Math.sin(a);
    
            x += (dirX) * SPEED * TIME_DELTA;
            y += (dirY) * SPEED * TIME_DELTA;
    
            rotation = a * RAD;
        }
    
        private function _turnToFace(p:Point, f:Point, ca:Number, turnSpeed:Number):Number
        {           
            var xp:Number = f.x - p.x;
            var yp:Number = f.y - p.y;
    
            var desiredAngle:Number = Math.atan2(yp, xp);
            var difference:Number = _wrapAngle(desiredAngle - ca);
    
            difference = Math.max(-turnSpeed, Math.min(turnSpeed, difference));
    
            return _wrapAngle(ca + difference); 
        }
    
        private function _wrapAngle(radians:Number):Number
        {
            var pi2:Number = Math.PI * 2;
    
            while(radians < -Math.PI) radians += pi2;
            while(radians > Math.PI) radians -= pi2;
    
            return radians;
        }
    }
    
    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

Basically, what I'm trying to create is a page of div tags, each has
I want to count how many characters a certain string has in PHP, but
I have a French site that I want to parse, but am running into
I'm trying to convert HTML to plain text. I get many &\#8217; &\#8220; etc.
I want to construct a data frame in an Rcpp function, but when I
I'm trying to create an if statement in PHP that prevents a single post
I am trying to understand how to use SyndicationItem to display feed which is
I am trying to find ID3V2 tags from MP3 file using jid3lib in Java.
link Im having trouble converting the html entites into html characters, (&# 8217;) i
I am trying to render a haml file in a javascript response like so:

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.