# Battlezone Remake Bug

**URL:** <https://forum.makecode.com/t/battlezone-remake-bug/44929>\
**Category:** Help\
**Created:** [July 14, 2026, 4:11am UTC](https://forum.makecode.com/t/battlezone-remake-bug/44929 "2026-07-14T04:11:17Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![CodaKnight](https://sea2.discourse-cdn.com/flex020/user_avatar/forum.makecode.com/codaknight/32/33491_2.png) [@CodaKnight](https://forum.makecode.com/u/CodaKnight)\
**Post date:** [July 14, 2026, 4:11am UTC](https://forum.makecode.com/t/battlezone-remake-bug/44929/1 "2026-07-14T04:11:18Z")

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Hi guys! I was trying to recreate Battlezone and I want to know how do I make it so that the the projectile will shoot in the direction I’m/the camera facing. I’m using the 3d render for this and I don’t know how to make projectiles face the way the camera is for 3d.

[Battlezone Remake](https://arcade.makecode.com/S79057-55152-68458-02263)

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**Author:** ![VoxelMaster64](https://sea2.discourse-cdn.com/flex020/user_avatar/forum.makecode.com/voxelmaster64/32/32075_2.png) [@VoxelMaster64](https://forum.makecode.com/u/VoxelMaster64)\
**Post date:** [July 14, 2026, 6:17pm UTC](https://forum.makecode.com/t/battlezone-remake-bug/44929/2 "2026-07-14T18:17:49Z")

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the issue is that your not changing the playerAangle value. Also, atan2 returns radians (not degrees) and I think you have the sin/cos mixed up

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**Author:** ![CodaKnight](https://sea2.discourse-cdn.com/flex020/user_avatar/forum.makecode.com/codaknight/32/33491_2.png) [@CodaKnight](https://forum.makecode.com/u/CodaKnight)\
**Post date:** [July 15, 2026, 5:03pm UTC](https://forum.makecode.com/t/battlezone-remake-bug/44929/4 "2026-07-15T17:03:39Z")

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Thanks Voxel! I got it working now.

You were right to point me toward the angle calculations. Since I’m using the raycasting extension, the solution was to use the renderer’s direction vector (`dirX` and `dirY`) instead of calculating the angle from the crosshair. I didn’t even need the function that updates the player’s angle! Projectiles are firing correctly now.
