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2D homing algorithm

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Oct 22nd, 2013
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  1.            getTargets: function() {
  2.                 targets = [],   minDistance = 1000, nearestTarget = null;
  3.                 targets = ig.game.getEntitiesByType(EntityBaseEnemy);
  4.  
  5.                 for (var i = 0, len = targets.length; i < len; i++){
  6.                     var target  = targets[i];
  7.                     if (minDistance > this.distanceTo(target)){
  8.                         nearestTarget = target;
  9.                     }
  10.                 }
  11.                 var angle   = this.angleTo( nearestTarget );
  12.                 this.vel.x  = Math.cos( angle ) * this.speed;
  13.                 this.vel.y  = Math.sin( angle ) * this.speed;
  14.  
  15.                 this.currentAnim.angle += (angle - this.currentAnim.angle) * this.turnFactor;
  16.             },
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