Firing a projectile straight to the target

Just a simple question regarding physics and maths in firing of projectiles.

I've created this firing device and a target for it to shoot at. i am done with the firing part but encounter some problem regarding the path of the projectile travel to the target.

This is what my code does
http://imageshack.us/photo/my-images/829/wrongk.jpg/

I could'nt think of a linear way of the projectile's traveling route. Currently, my code is like this.

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//monster_x & monster_y is the position of the target
//pos_x & pos_y is the position of the firing device and the bullet's location
if (monster_x > pos_x)
{      //if the target's x location is greater than the projectile	
	pos_x = pos_x + 1;  //increase the position x of projectile 
}
else 
{      //if the target's x location is lesser than the projectile	
	pos_x = pos_x - 1;    //decrease the position x of projectile 
}
if (monster_y > pos_y)
{      //if the target's y location is greater than the projectile
	pos_y = pos_y + 1;    //increase the position y of projectile 
}
else
{      //if the target's x location is lesser than the projectile
        pos_y = pos_y - 1;     //decrease the position y of projectile
}


I am sure that most of you can tell the problem of the code. the projectile wont travel in a linear way. Any idea how to improve on this such as the projectile will travel in a straight line to hit its target?

This is the picture of what i wanted the projectile to travel.
http://imageshack.us/photo/my-images/27/correctw.jpg/

The bullet_x and pos_x is the same name, i just renamed it.
Any form of help will be greatly appreciated. thanks in advance.
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ok so does there have to be a particular interval the projectile travels each time function is called? or can it go like a fraction of 1
be a little more specific about the assignment if ya could
i'm guessing there is no field to be considered? (like gravity)

can't tell from the code you've posted whether pos_x, pos_y, monster_x, monster_y are integers or floats but..
if pos and monster x y are integers then the only way you COULD have a linear path all the way to monster would be if pos originated along an axis x, y or a perfect diagonal from monster.. so yeah thats my two cents in the geometry dept
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Say your 20 feet in front of me in the x direction, and 10 feet higher than me in the y direction. To get to you, I need to move 20 feet forward, and 10 feet up.

So think of a right triangle with sides 20, 10, and hypotenuse. The hypotenuse will be of length sqrt(20 * 20 + 10 * 10). This is the distance between us.

In physics you often want to "normalize" so that your triangle has a hypotenuse of 1. So, you need to divide everything by the length of the hypotenuse.

Now you can move 10 / sqrt(20 * 20 + 10 * 10) in the y direction, and 20 / sqrt(20 * 20 + 10 * 10) in the x direction, and you will be 1 foot closer along a linear path between us. We call this pair of normalized value a unit vector, or normalized direction vector.

I'll abbreviate unit_vector_x as uv_x, and the distance in x direction just xd ...

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double xd = monster_x - pos_x; 
double yd = monster_y - pos_y;  
        
double d = sqrt(xd * xd + yd * yd);     

double uv_x = uv_x / d;
double uv_y = uv_y / d;

double speed = the speed you want it to move at.


Of course speed is distance over time.

We call the elapsed time delta time, and the change in position delta x or delta y.

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double delta_x = uv_x * speed * delta_t;
double delta_y = uv_y * speed * delta_t;

pos_x = pos_x + delta_x;
pos_y = pos_y + delta_y;


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Thanks cplusN00b and iseeplusplus for the helping hand.

@cplusN00b
Yes, we can ignore the velocity, gravity and acceleration of the projectiles. Both values are by float. The default given speed in the hard code is the pos_x + 1, pos_x - 1 and pos_y+1, pos_y - 1. Such that when pos_x increased by 1, pos_y will increase by 1 too. i cant really see the diagonal part. I was thinking of making use the gradient but its invain somehow..

@iseeplusplus
Thanks for the reference code. But i got the debug error of uv_x and uv_y are not initialize. And yes, like what i've said earlier, we can ignore the speed and time in my hardcode.

Here's a part of the code in bullets.cpp
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void bullets::bulletUpdate(float monster_x, float monster_y)
{
	if(CurrentState == IDLE)
        {
		pos_x = 250;
		pos_y = 410;
         }
	else if (CurrentState == ATTACK)
        {
		//monster_x & monster_y is the position of the target
                //pos_x & pos_y is the position of the firing device and the bullet's location
              if (monster_x > pos_x)
              {      //if the target's x location is greater than the projectile	
                      pos_x = pos_x + 1;  //increase the position x of projectile 
              }
              else 
              {      //if the target's x location is lesser than the projectile	
	              pos_x = pos_x - 1;    //decrease the position x of projectile   
              }
              if (monster_y > pos_y)
              {      //if the target's y location is greater than the projectile
	             pos_y = pos_y + 1;    //increase the position y of projectile 
              }
              else
              {      //if the target's x location is lesser than the projectile
                     pos_y = pos_y - 1;     //decrease the position y of projectile
              }
	}
}


and in myApplication.cpp

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void myApplication::Update(void) 
{
    //i've already declared a pointer in the header file
    // bullets* theBullet;
     theBullet->bulletUpdate(theEnemy->GetPos_x(), theEnemy->GetPos_y());
}


The few line of code which i post is in the Update() function. The projectile just spastic itself to the target ..
Anyway, is there a way to upload pictures in this forum? then i can show you all the problem clearly.
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ya may have to post the pic elsewhere then give us a link to it
any way I'm goin to bed good luck
Alright the link is up.
This one is what my code does currently.
http://imageshack.us/photo/my-images/829/wrongk.jpg/

And this is what i wanted..
http://imageshack.us/photo/my-images/27/correctw.jpg/
The pos_x is the same as bullet_x. i juz renamed it.

Any1 can enlighten me?
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bring up my post. F> any source of help.
bring up my post...
Using linear algebra is going to be the best way to accomplish this as iseeplusplus showed an example of.
However I believe he made a small typo in his example which is why it didn't work for you. You need to divide each of the side lengths by the hypotenuse so it will be.

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double xd = monster_x - pos_x; 
double yd = monster_y - pos_y;   // Get the side lengths 
        
double d = sqrt(xd * xd + yd * yd);     // Calculate the hypotenuse 

double uv_x = xd/ d;
double uv_y = yd/ d;  // Normalize the sides to give you the directional values (looking up some of these terms might be helpful for you)

//(I suggest you multiply these by some form of speed, but go ahead and see what it does without it)  

pos_x = pos_x + uv_x ;
pos_y = pos_y + uv_x ;


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Normalize the position if the object, which will give you a vector as it relates the origin. Then you multiply the normalized vector by the velocity and add it to the position of the projectile.
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