posted 17 years ago
The x and y components of the motion of the sprite are just going to be proportional to the x and y coordinate differences -- i.e.,
delta_x = f(mouse_x - sprite_x)
delta_y = f(mouse_y - sprite_y)
Where delta_x/y are the amounts to add to the x and y coordinates of the sprite in each frame of animation, mouse_x/y are the mouse coordinates, sprite_x/y are the sprite's coordinates, and f() is some function that determines the speed of motion -- it might be "divide by 5, rounding up", for example.
The actual angle isn't as useful, but if you truly need it, it's
angle_in_radians = Math.atan((mouse_y - sprite_y)/(mouse_x - sprite_x))
you need to be careful of that potential divide-by-zero; if the denominator is 0, then the angle is either 0 or pi, depending on the sign of the numerator.