# Coordinates from angle implementation not working

270
February 25, 2017, at 10:05 AM

I have the following implementation of code to get coordinates in my multiplayer game based on rotation of the player which I cannot get to work:

``````GameServer.prototype.movePlayer = function(cell1, client) {
if (client.socket.isConnected === false || client.frozen)
{
return;
}
// TODO: use vector for distance(s)
// get distance
var angle = client.angle;
var distance = 180;

var targetX = cell1.position.x + Math.cos(angle) * distance;
var targetY = cell1.position.y - Math.sin(angle) * distance;

var dx = ~~(targetX - cell1.position.x);
var dy = ~~(targetY - cell1.position.y);
// console.log("dx was " + dx);
// console.log("dy was " + dy);
var squared = dx * dx + dy * dy;
if (squared < 1 || isNaN(dx) || isNaN(dy)) {
return;
}
// get movement speed
var d = Math.sqrt(squared);
var speed = cell1.getSpeed(d);
if (!speed) return; // avoid shaking
// move player cells
cell1.position.x += dx / d * speed;
cell1.position.y += dy / d * speed;
};
``````

I am unable to get it to work, I get strange movement, and gets stuck. A lot of the times it does not move at all. also, if you input in a value like say 180, it moves in a diagonal direction.

Here is a working implementation which I used as an example, where the player moves towards their mouse position:

``````GameServer.prototype.movePlayerDefault = function(cell1, client) {
if (client.socket.isConnected == false || client.frozen)
{
return;
}
// TODO: use vector for distance(s)
// get distance
var dx = ~~(client.mouse.x - cell1.position.x);
var dy = ~~(client.mouse.y - cell1.position.y);
// console.log("dx was " + dx);
// console.log("dy was " + dy);
var squared = dx * dx + dy * dy;
if (squared < 1 || isNaN(dx) || isNaN(dy)) {
return;
}
// get movement speed
var d = Math.sqrt(squared);
var speed = cell1.getSpeed(d);
if (!speed) return; // avoid shaking
// move player cells
cell1.position.x += dx / d * speed;
cell1.position.y += dy / d * speed;
};
``````
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