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  Bouncing Ball on the Z axis: I can't fix a math error without help. (GIF)  (Read 1613 times)
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Offline tom_mai78101
« Posted 2012-08-30 14:33:37 »

Here's a GIF depicting the way I want my ball to bounce.

Click to Play


And here's the code, the problem currently unsolved. "dstRect" is a custom class that allows me to blit a bitmap onto the Canvas:

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   private void jump() {
      double value = Math.cos(radians + Math.PI) * multiplier;
      dstRect.left -= position[2] + oldXOffset;
      dstRect.right += position[2] + oldXOffset;
      dstRect.top -= position[2] + oldXOffset;
      dstRect.bottom += position[2] + oldXOffset;
      position[2] = (float) value + 8;
      radians += 0.1 * radianSpeed;
      if (radians > 2 * Math.PI) {
         multiplier -= 4;
         value = Math.cos(radians + Math.PI) * multiplier;
         oldXOffset += position[2] - (float) value + 8;
         radians = 0;
         radianSpeed += 2;
         if (multiplier < 2.0) {
            jumping = false;
            multiplier = 8;
            oldXOffset = 0f;
            radianSpeed = 1;
            position[2] = 0f;
            for (int i = 0; i < 2; i++)
               speed[i] = 0f;
         }
      }
   }


The problem is this:

It starts off by triggering a switch, where the ball itself goes into a jumping state.
  • On the first jump, it is normal. Ball starts jumping from the ground, flies into the air, and back down to the ground.
  • On the second jump, it starts glitching out. Ball starts from the middle in the air, flies even higher, and back to the middle.
  • On the third and last jump, the ball starts 1/3 from the peak of its jump, flies up to its peak, and back down 1/3 from its peak.
After that, the ball exits the jumping state, the ball goes back to the ground.

I wished I could think more on this. Sad
Offline tom_mai78101
« Reply #1 - Posted 2012-09-03 14:35:27 »

I was playing an NDS game, when suddenly an inspiration popped into my head after looking at a in-game statue sprite.

After tinkering with the idea, I finally fixed the problem. Here's the code.

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float radians;
float radianSpeed;
float multipler;
float result;

public void calculate(){
   result = (float) Math.cos(radians + Math.PI) * multipler + multipler;
   radians += 0.2f * radianSpeed;
   if (radians > 2 * Math.PI){
      radianSpeed += 1;
      radians = 0f;
      multipler -= 1;
      if (multipler <= 0){
         multipler = 0f;
         radians = 0f;
      }
   }
}

// Rest of the code, it's up the developer's implementation.
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