How would you simplify it? I do have a 1 line event that does it as well by taking dot products and wedge products to compute the angle of rotation. I am not sure what you mean by jumping around. Perhaps you refer to the slight unavoidable inaccuracy in the calculation?
I dunno. You're obviously more well versed in math than I am, but the line jumps around pretty bad when the line is drawn towards the left/upper left region of the screen. I just remember the one I made used a less conventional - possibly longer yet a bit simpler method and it worked flawlessly. I'll see if I can dig it up, but I really don't think I have it anymore .
I actually came up with a method, but MMF loops aren't working properly for some reason - ie: they continue to run even if told to stop or even if a condition is no longer met =/. This happens to me randomly. Oh well- not like Its needed anymore anyways .
Yeah I don't know formulas like that so I take my own way out x_x. I'm really not a fan of workarounds, but when I can't comprehend whats going when coding something the proper way I sometimes have no choice.
I just recently learned how to halfway use basic trig properly thanks to the atan2 function. I'm awful with stuff like that.
I would go with the Bresenham Line algorithm, since that's with what I am playing these days.
But basically you need the slope to hop from spot to spot, and the slope is dy/dx where
dx = the horizontal distance between the two points and dy = the vertical distance between the two points.
I am a retard when it comes to using "other peoples work." I know this stuff has been around for ages, code is somewhat supposed to be shared, not protected, and that the work can't necessarily be tied to any one individual, but I am really weird (ieumb!).
I guess I'll have to stop being dumb and just learn to deal with it and just give credit where its due .