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 7740593
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: June 1, 20262026-06-01T08:49:10+00:00 2026-06-01T08:49:10+00:00

I’ve searched all over and couldn’t find an answer to this seemingly common question,

  • 0

I’ve searched all over and couldn’t find an answer to this seemingly common question, surprisingly. The problem I’m currently facing is checking if the player is facing an enemy, then if so within what range of the players’ view (adjustable) and if it’s within that range then move away in the nearest safe direction.

Here’s a picture 😀
Example

So, how would I accomplish this? I have the x, y, and direction, of every ship object. This is my last failed attempt, attempting to consider that the player’s direction will be exactly 180 degrees away from the enemy’s direction relative to the player.

var direction=Math.direction(this.x,this.y,player.x,player.y,1),
    playerview=Math.abs(direction)-Math.abs(player.direction-180)
if(Math.abs(playerview)<10) {
    console.log('in view')
    this.xVelocity+=AI.speed*Math.sin(playerview*Math.PI/180)
    this.xVelocity+=AI.speed*Math.cos(playerview*Math.PI/180)
    }

In this example, 10 would be the range. Of course, I’ve only managed to make ships rotate to the right, so aside from the detection only working on half a circle I can’t make the enemy go to the right side either. Any ideas?

  • 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
    2026-06-01T08:49:11+00:00Added an answer on June 1, 2026 at 8:49 am

    In Your code, You are modifying this.xVelocity twice instead of modifying this.yVelocity.

    I guess, Math.direction is not in the JavaScript/ECMA standard. Are You sure, You are using it correctly? Consider Math.atan2.

    Moreover, You should provide a definition of “facing each other”.

    If it’s “seeing each other”, then Your comment “in view” is misleading.


    But the main issue is:

    Math.abs(angleInDegrees) modifies the angle!

    The correct way to build an absolute value of an angle is:

    while (angleInDegrees < 0) 
    {   
       angleInDegrees += 360;
    }
    
    // If necessary, add this too:
    while (angleInDegrees >= 360)
    {
       angleInDegrees -= 360;
    }
    

    -10 and 350 are identical, -10 and 10 are 20 degrees apart.

    For further explanation, let’s call the code above normalizeAngle

    (Note: For huge values, the loop may run very long or even forever. If such values may occur, this should be checked.)


    The following should do the trick:

    playerview = normalizeAngle(direction - player.direction - 180)
    if (playerview < range || playerview > 360-range) {
    

    By the way: “playerview” should be the mininum from the player’s field of view and the enemy’s field of view.

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

I have a string like this: La Torre Eiffel paragonata all&#8217;Everest What PHP function
Seemingly simple, but I cannot find anything relevant on the web. What is the
I'm parsing an RSS feed that has an &#8217; in it. SimpleXML turns this
I am currently running into a problem where an element is coming back from
link Im having trouble converting the html entites into html characters, (&# 8217;) i
For some reason, after submitting a string like this Jack’s Spindle from a text
this is what i have right now Drawing an RSS feed into the php,
I have this code to decode numeric html entities to the UTF8 equivalent character.
I want use html5's new tag to play a wav file (currently only supported
I have this code: - (void)parser:(NSXMLParser *)parser foundCDATA:(NSData *)CDATABlock { NSString *someString = [[NSString

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.