![]() Using the following angles your program can then figure out the score for the arrow:Ĭheck the code below used to display the dartboard and to throw an arrow by generating random (x,y) coordinates.Ĭomplete the code to calculate both the distance and the angle of the arrow based on the (x,y) coordinates of the arrow. To calculate the angle we will use the trigonometric formulas (SOCATOA): To do so you will need the dimensions of the target (in pixels). We will then be able to use this distance to check where the arrow landed: You can review this blog post where we have used a similar approach to calculate the score of an arrow in a game of archery. To calculate the distance of the arrow from the centre of the target, we will use the Pythagora’s Theorem: The distance of the arrow from the centre of the target,. ![]() To calculate the score of an arrow based on its (x,y) coordinates we will use two calculations: The following diagram explains how a dart is allocated a score in a game of darts. ![]()
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