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Thread: Rotating platforms

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    Rotating platforms

    So, I've been using Nifflas' platform movement widget lately, breaking it down and whatnot, but for whatever reason, I keep having a problem with rotating platforms. The character keeps getting stuck in the rotating object, and I'm really at a loss right now. Does anyone know how to prevent the character from getting stuck in the platform while it's rotating? I'm sure it's possible, but I need some help before I move on with this.

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    Re: Rotating platforms

    You need to give the player the same XY velocity as the moving platform's XY velocity. Depending on how the moving platform mvoes, it would be a matter of some simple math to fix it.
    Working as fast as I can on Fusion 3

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    Re: Rotating platforms

    I'm not entirely sure we're on the same page here. Moving platforms are all well and good, I know how to do those, but ROTATING platforms are a different matter entirely.

    Here are some examples of what I mean:
    http://www.youtube.com/watch?v=IiQ86646OA8&feature=related (skip to 0:24)
    http://www.youtube.com/watch?v=wQFw5Okb7rs (Skip to 0:15)

    If you did understand what I was talking about there, could you please elaborate?

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    Re: Rotating platforms

    It's pretty simple, you just have to find the X and Y velocity at a point where the player is touching the rotating platform. Essentially, you're finding the tangent parallel o the player's feet, and taking the speed and angle at the point to form the X and Y velocity.
    Working as fast as I can on Fusion 3

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    Re: Rotating platforms

    Hmm... Sounds simple enough. I'll mess around a bit, but I think an example file would be lovely. I'm not looking for slope detection or anything fancy like that; I can implement that myself. But a file that I can dissect - at least showing how to properly implement collision on the rotating platform without the player passing through it - would probably be the most effective way for me to get a grasp on this.

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    Re: Rotating platforms

    No need for slope detection; the tangent at any point on a circle is always perpendicular to a radius.
    Working as fast as I can on Fusion 3

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    Re: Rotating platforms

    Alright, I'll be sure to look at that for the circular platforms, but does it work the same way for, say, square, rectangular, or triangular rotating platforms?

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    Re: Rotating platforms

    Yes, just imagine that the radius of the circle is the distance between the center of the platform and the contact point of the player.
    Working as fast as I can on Fusion 3

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    Re: Rotating platforms

    Would this be an accurate diagram, then? Sorry, my trig application skills are still developing. (Forgive the bad art)



    WAIT NO if I remember correctly, the tangent is opposite side/adjacent side, so the radius would factor into it as the adjacent side, but how would I go about finding the opposite side? Am I even looking at the right angle here? I'm going to have to do some serious learning.

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    Re: Rotating platforms


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