# Set Position vs Move At Angle

For questions about using Classic.

### » Fri May 22, 2009 9:30 pm

I need to make repositioning stuff per tick. I have used move at angle because it gives me angle option but I am not sure if it is the right way to do this. I need "teleport" style positioning, so I think it is not TimeDelta dependant.
Example:

x = x + 50

or...

move 50 pixel at angle 0

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### » Fri May 22, 2009 11:36 pm

How exactly are you teleporting? What's the situation? What is the game mechanic/control style?
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### » Sat May 23, 2009 7:48 am

x = x + 50 would work, just make sure it is not a continuous event, otherwise it will zoom out of screen within a few frames. Trigger once, key pressed etc. are proper triggers. Move at angle is fine, too. It is basically like this:
x = x + cos(angle)*distance
y = y + sin(angle)*distance
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### » Sat May 23, 2009 3:24 pm

Thanks for the clarification Mipey. Basically I wanted to know if there was any differences between them.
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### » Sat May 23, 2009 3:40 pm

It's just a handy helper function to do the math Mipey posted for you, so in the case of moving 50 pixels right or moving 50 pixels at angle 0, they're identical.
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### » Sat May 23, 2009 10:15 pm

*insert sneaky petition to get rotate around point action*
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### » Sun May 24, 2009 9:12 am

Actions which continually do something or perpetuate are generally not as handy as they first seem. Rotating round a point/object can be done very easily as it is.
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### » Sun May 24, 2009 4:18 pm

[quote:2nuxkwl2]*insert sneaky petition to get rotate around point[/quote:2nuxkwl2]

im doing this without variables to store the relative angle and distance cause i don't feel like it.
point.x+cos(angle(point.x,point.y,object.x,object.y)+(amount you want changed))*(distance(point.x,point.y,object.x,object.y))
point.y+sin(angle(point.x,point.y,object.x,object.y)+(amount you want changed))*(distance(point.x,point.y,object.x,object.y))
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### » Sun May 24, 2009 5:02 pm

[quote="QuaziGNRLnose":25rc33bn][quote:25rc33bn]*insert sneaky petition to get rotate around point[/quote:25rc33bn]

im doing this without variables to store the relative angle and distance cause i don't feel like it.
point.x+cos(angle(point.x,point.y,object.x,object.y)+(amount you want changed))*(distance(point.x,point.y,object.x,object.y))
point.y+sin(angle(point.x,point.y,object.x,object.y)+(amount you want changed))*(distance(point.x,point.y,object.x,object.y))[/quote:25rc33bn]

After all these years, my head STILL hurts when I read your posts... O.o

~Sol

P.S. I still love you.
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### » Mon May 25, 2009 1:30 am

Oh comon Sol, it's just sin and cos, they're a game designers two best friends. Get more acquainted with them!
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