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[NON METIN] Tank game (need help on shooting)


Invictus

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Hey guys, i'm working on a university project and well i missed a few classes :D i've got the movement working, tank turrent moving etc but i need to get the shooting and collision if the bullet hits the other tank working then automatic reset to starting positions

 

tank 1 keys

WS <- Movement
AD < - Tank Rotation
Q - E <- Turret rotation

Tank 2 Keys

I - K <- Movement
J - L <- Tank Rotation
U - O <- Turret Rotation

any help is really appreciated

 

The source code is available here: http://pastebin.com/nJzCZgfX

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  • Moon

If you want to change some keyboard function, you should be look at game.py

		onPressKeyDict[app.DIK_W]			= lambda : self.MoveUp()
		onPressKeyDict[app.DIK_S]			= lambda : self.MoveDown()
		onPressKeyDict[app.DIK_A]			= lambda : self.MoveLeft()
		onPressKeyDict[app.DIK_D]			= lambda : self.MoveRight()

Kind Regards

HaveBeen

Plain logic saves lives.

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You dont need to write non Metin :D this is general Coding so your topic is right.

Unfortunately i cant solve your problem either :o

 

 

If you want to change some keyboard function, you should be look at game.py

		onPressKeyDict[app.DIK_W]			= lambda : self.MoveUp()
		onPressKeyDict[app.DIK_S]			= lambda : self.MoveDown()
		onPressKeyDict[app.DIK_A]			= lambda : self.MoveLeft()
		onPressKeyDict[app.DIK_D]			= lambda : self.MoveRight()

Kind Regards

HaveBeen

:P I did need to, HaveBeen as stated in the topic title, this isn't regarding Metin2

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Hey guys, i'm working on a university project and well i missed a few classes :D i've got the movement working, tank turrent moving etc but i need to get the shooting and collision if the bullet hits the other tank working then automatic reset to starting positions

 

tank 1 keys

WS <- Movement
AD < - Tank Rotation
Q - E <- Turret rotation
Tank 2 Keys

I - K <- Movement
J - L <- Tank Rotation
U - O <- Turret Rotation
any help is really appreciated

 

The source code is available here: http://pastebin.com/nJzCZgfX

As fun as it might sound, nobody will go through your entire code and tell you exactly what to do (at least, they shouldn't). Please provide us with a meaningful part of your code, your problem and what isn't working as expected, what have you tried, etc... If you show no research effort whatsoever, why should we?
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in terms of the shooting i don't know how to make it draw a bullet and fire along the angle of the turret, i'm working on the other areas currently such as max speed etc to clean those areas up. i don't know where to start with the bullet itself.

 

the reason why i posted the entire code was so people could test themselves.

// player class

class playerInfo
{

public:

playerInfo();	// the constructor

bool upPressed;	// whether or not they are pressing their "up" key
bool downPressed;	// whether or not they are pressing their "down" key
bool leftPressed;	// and so on
bool rightPressed;
bool turretrightPressed;
bool turretleftPressed;	// and so on
float rotation;	// the rotation of their avatar
float turretrotation;	// the rotation of their avatar
float xPos;	// position in world
float yPos;
float speed;
float A;
float B;

};
playerInfo::playerInfo()

{

upPressed = false;

downPressed = false;

leftPressed = false;

rightPressed = false;

turretleftPressed = false;

turretrightPressed = false;

rotation = 0.0f;

turretrotation = 0.0f;

xPos = 0.0f;

yPos = 0.0f;

speed = 0.0f;

A = 0.0f;

B = 0.0f;

}

// below is from a case statement
currentGame->playerArray[0]->turretleftPressed = true;

if (currentGame->playerArray[i]->turretleftPressed)

{

currentGame->playerArray[i]->turretrotation += (ROTATION_SPEED * deltaAdjustment);

}


now from the above thats jsut the player class and the turret rotation, i need to make it so i can send a bullet along the turrets current rotation angle. umm not sure what other information to provide :/

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