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 Shots in different directions - assign correct velocity  (Read 2268 times) 0 Members and 1 Guest are viewing this topic.

JGO Ninja

Medals: 26
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Exp: 6 years

One for all!

 « Posted 2011-07-07 09:46:25 »

This one is pretty simple, and it's found in many games.  The simplest one being asteroids.
The ship is rotating, and shooting - but how do I find out how much X/Y-velocity I need to assign a bullet, in order for it to fly as if it
was shot from the nose of the ship?

pitbuller
 « Reply #1 - Posted 2011-07-07 10:32:08 »

Then you can add your vehicle velocities to ammo velocities. Also you should count law of conservation of linear momentum for realism.

JGO Ninja

Medals: 26
Projects: 3
Exp: 6 years

One for all!

 « Reply #2 - Posted 2011-07-07 11:15:54 »

Then you can add your vehicle velocities to ammo velocities. Also you should count law of conservation of linear momentum for realism.

Right? Or both sin?

pitbuller
 « Reply #3 - Posted 2011-07-07 11:23:43 »

JGO Ninja

Medals: 26
Projects: 3
Exp: 6 years

One for all!

 « Reply #4 - Posted 2011-07-07 11:45:49 »

I've just started looking at this, this morning (never learned this in school - I'm 16).
Now, due to wonderful articles on the interwebs the learning of those two functions were smooth. In located in Denmark though, so the technical terms is different. Radian.

That is called "angle" here.. I think. Is it correct to say theres 360 radian in a circle?
A flat line has 180 radian? Never heard the term before, in english.

EDIT: Just looked it up. Appearently, 0 radian is a flat line. Does Java measure rotations in radian or degrees then?

pitbuller
 « Reply #5 - Posted 2011-07-07 12:10:53 »

Full circle is 2*pi radians or 360 degrees.
Salonika

Junior Newbie

while(alive) { code; play; }

 « Reply #6 - Posted 2011-07-07 16:28:31 »

a trick i used when i developed an asteroids clone is to advance the position of the bullet by 2 or 3 frames harcoded so that it has reached the ships perimeter
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