I've got a circular character with a cannon attached. The player can "roll" this character back and forth, changing the orientation of the cannon.
When the cannon is overlapping the ground and the player shoots, I simulate a "jump" command on the platform behavior, making it seem like the player is being propelled upward by the cannon blast. The only problem with this is that it's always a straight up jump, regardless of what angle the cannon is pointing in.
What would be the best way to make this jump angled based on the cannon position? I assume I'd need to manipulate some combination of vector x/y, but I don't know how to calculate that in real time based on the angle of the player (who has the cannon pinned to it).