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Thread: Parabolic Motion

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    Parabolic Motion

    Is there an extension that'll simulate parabolic motion - ala a move-it but not just straight lines? Or any way I can manipulate move-it to move the x and y directions independently?

    I've tried creating my own parabolic curves in game, but there's always some roundoff error and it screws the system up.

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    Re: Parabolic Motion

    Anyone with any suggestions?

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    Clicker Multimedia Fusion 2
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    Re: Parabolic Motion

    Have you tried bezier...

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    Re: Parabolic Motion

    If he said he needed a parabola, I assume that's because he needs some sort of projectile-like motion (which from my experiences has been very difficult using bezier curves).

    If you want to get rid of the roundoff errors, just use alterable values instead of using x and y coordinates, then after everthing is calculated, set the x and y coordinates to whatever their corresponding alterable values are. That's pulled me out of ALOT of jams.

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    Clicker Multimedia Fusion 2

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    Re: Parabolic Motion

    You should make your own movement for this, it's pretty simple and you will get what you want, just by splitting the x and y movements.

    Alterable A= horizontal speed
    Alterable B= initial vertical speed

    if you want to make for example a shot with a starting angle you can do it this way, for a average speed of 5 pixels/second and a gravity speed of 0.2

    if bullet.flag 0 is off:
    -set flat 0 on
    -set alterable A to 5.0*cos(angle)
    -set alterable B to -5.0*sin(angle)


    and now the movement:
    always:
    -set bullet.x = bullet.x+alterable A
    -add 0.2 to alterable B
    -set bullet.y = bullet.y+alterable B

    and with this it should work perfectly.


    For a perfect movement you should store also the x and y positions.

    so:
    Alterable X= next x position
    Alterable Y= nexy y position

    instead of positioning the bullet into the position given above, we do:
    add alt A to altX
    add alt B to altY

    always set position to altX, altY

    with this, you should be able to handle decimals correctly.

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